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Unity Store Link - Click to see all the Song's work that has been put on Unity AssetStore




Thursday, 7 June 2018

Endless Grid Defense


I have receive a lot of feedback since Spec Defense was released, almost a year back. Well when I say feedback I mean I read the reviews. Basically they boil down to these two: the game is shit because it's hard as hell so I gave up on level 2. And boy I wish there's an endless mode because I want more of it. 

Well for group 1, I'm not going to apologize for the nature of the game. I suspect some people doesn't quite grasps the concept of mazing. Or they don't have the patient to play a game that require some planning. I can accept that. This game is not for everyone.

For group 2, boy do I appreciate you wanting to play more or the game. For that reason, I've released an update today, added endless mode to the game! Hooray! The mode is available for all levels, unlocked when the player beat the level once.

There also a bunch of other stuff that comes with the update. Like lots of balance tweak for the towers, UI tooltip that show player the tower function and stats, etc. And bug fix of course.

So that's it for now. Now I need get back to MechCorp.



Friday, 25 May 2018

MechCorp has got a steam page. And trailer!


The steam page for MechCorp is finally up - https://store.steampowered.com/app/838180/MechCorp/. And I've got a trailer to show with it.


This means the game is almost ready. I hope this also explains the fact that I haven't been making any major update or posting for a good few month. I've been concentrating my effort on MechCorp. Spent a great deal of time working on the writing and presentation. Things seem to be coming along nicely. I can almost see the end of the tunnel now.

Also, I've made the trailer above myself! I'm not sure how the public will perceive it but I think it's pretty good for someone who haven't got a clue when it comes to recording and editing. I'm damn proud of it if I'm honest. Please watch it and let me know what you think. I would love to know.

Friday, 21 July 2017

Spec Defense Free!

We all know this is inevitable so here it's, free version of Spec Defense.
 


If you haven't read my previous post, Spec Defense is a little TD game that I've made very recently. It's available for both pc window and android. You can learn more about it in this post. I won't say it's great. But personally I think it's a solid tower defense game. I've had plenty of fun during my play-testing.

Anyway, the free version is pretty much the same game, only that it has got a paywall. The first 6 levels (from a total of 24) are available for free and the player are limited to 8 upgrades. There's no ads, no other in app purchase item except the pay wall alone. It's a demo with option to upgrade to full in a nut-shell. 

Go give it a try if you are reading this. And I hope you have fun playing the game.

Monday, 17 July 2017

I've got a new website!

And boy it's about damn time too. This blogger place-holder site that I've been using as my main website has been long overdue.

So yes I've been busy building a new and more professional looking site to show all my work. It has finally gone live! I'll have you know I've put an awful lot of work into it. Getting the domain setup correctly alone has shorten my life expectancy by a great deal. But ain't the result worth it. I'm loving it and you should definitely give it a look.


I guess the from now on this site will go back to what it used to be when it first started, a blog. And I certainly hope that I will post more stuff. Oh that's a blog on the new site too so I guess I'll be double posting for now. But I'll gradually phase this one out, probably... we'll see.

Wednesday, 12 July 2017

Annoucing Spec Defense!


* I have a few android keys for this game to give away. Please pm/email me if you are interested in playing the game. I would love to hear what you think about the game.*




The time has finally come. Ladies and gentleman I'm proud to present you my first solo commercial release. A little tower defense game with a very unimaginative name.

I've been working on this since the completion of TDTK4. The goal is to create a minimalistic but engaging 'classic' tower defense experience. One that allow various tower combination and open level design where the player can complete the level using any mean they see fit. The level design is where the most effort went. And I'm very pleased with how most of the level turn out, as I myself struggle to figure out the optimum way to beat each level during play testing.

As far as other aspect of the game goes, I've tried to keep it as simple as possible so that I wouldn't have to spend ages on this. This is after all just a side project while I get back to working on MechCorp again. I'll probably keep updating for bug-fixes, balance tweak and usability improvement. But depend on the reception I might even add more feature or content.

So this is what the game offer in it's current state. There are 12 towers in total. Each is useful in it's own way but you can only take 6 towers for each level. Completion of each level award stars which is used for upgrading existing tower or unlock new tower (You start with 3). The upgrades and tower unlocking are non-linear so you are free to choose whatever that fit your play style. Rinse and repeat until you beat all the levels (all 24 of them).

The upgrade screen of Grid Defense

Before you ask, yes, all this is based on TDTK4. A slightly modified one of course, to fit various design need. 

So It's currently available for window pc on itch.io and android device on Google play store for a low low price of $3. Check it out!






Tuesday, 20 June 2017

TowerDefense-ToolKit 4 is released!


Finally, it's now live on AssetStore!

And I can't tell you how exciting and pleased I'm with it. It's probably my best AssetStore work to date I recon. A culmination of the things I learned throughout the years. 

Speaking of years, TDTK is almost 6 years old. It was first released on July2011 (Imagine that!), so it's a month a way from it's 6th anniversary since release. Fitting time for a new version I guess. I like to take this opportunity to give thanks to all those who has supported the framework, either by purchasing and using it, or gave feed-back/ideas. It's those support that drive me this far. I hope the framework will continue to serve you well in the future as I continue to make improvement.

Sunday, 21 May 2017

TDTK4 Preview

Not going to lie. I've been spending most of my time working on TDTK4. It's been a great fun and things are coming along really well. Which is why I really feel compelled to temporarily put other stuff on hold and focus on this.

It's almost 'done'. I'm just in the process of testing and getting things ready for AssetStore. So it won't be long before it's submitted to the AssetStore. There may be more addition to come but I think it's more than sufficient in it's current state for first release.  I can't wait to see what people think about it. Here's some sneak peak, taken straight from the demo scene.  :)



Since things has been finalized, I will briefly talk about the major difference between TDTK3 and TDTK4.

First up is the path system (obviously). The new system can support branching paths which I've talked about in this post. Then there a more comprehensive perk system, which support the modification of just about every stats available on a unit/ability/buff-effect, both in the form of modifier(+) or multiplier(x). Next, First-person-shooter mode is dropped, at least for the first release. And finally, the no so obvious change, a much better optimized code base. 

Of course, there are tons of little improvement here and there that are simply too many to be mention individually. I'll leave it for you to find out yourself.  :)