The 4th Week of Game Development! Magic Seeds!

Hello!

This is the first official blog post in Holms Corner, and the first post about my work in our current game development project. However, this is actually the 4th week in development.

It might seem a bit odd to start blogging about something that’s already quite a bit into development, but it doesn’t really matter, since the first three weeks were filled with mostly design discussions, concepting and scheduling. Nothing really worth talking about. However, now that the deadlines are closing in, I’m also finishing alot of my work, and I will be blogging about something I’ve worked with each week. So from today and six weeks forward I will be posting every Thursday about the development process and what I’ve done so far. Since this is my first ever blog post, it will unfourtunately be a bit crude.

First, a bit of an explanation about what game it is we’re making:
Our game is titled “Green Warden” and is a tower defense game with a playable avatar. The game is based in and around nature and all the towers are trees with different attributes. The player moves the avatar around the map to strategically place down these trees in order to protect the Life Tree from the evil lumberjacks. The Life Tree is what brings life to the forest, and so the Green Warden has to protect it.

Now to one of the things I’ve been working on this week (and also one of the only things I’ve actually somewhat finished this week), and what I will be talking about. The magic seeds used in Green Warden to grow trees to protect the forest.

Seed Designs

In the image above are the eight different seeds I’ve designed this week. Now, with only a few weeks of development, we are actually only going to use three of the seeds I’ve designed. This is due to there only being nine different tree towers in this game. The seeds will drop from the Life Tree, and you can pick them up with your player avatar. You can then plant the seeds in the ground to grow trees, as well as combine the seeds to create even stronger trees to help protect the forest.

When creating the seeds I tried to make them represent the different types of trees there are. The main categories are defense, magic and ranged. Each tree is unique from one another, and so I wanted to seeds to be too. There had to be some kind of visual representation as to what seed grows what tree.

For example, the red crystal-like seed and the blue gem-like seed are meant to represent magic. I tried to make these seeds look like something you typically wouldn’t find in a forest. In comparison to the other seeds, they stand out like sore thumbs. They catch your attention for bit longer than the other seeds since they look like crystals, like valuables, which is what I wanted.

Another example is the one shaped like two sunflowers stuck together. This one was meant to represent defense, as the hard shell and the shiny black metal color makes it look very hard. Like something that can take a hit. It’s closed up and has no opening, so it looks robust. The other seeds have some kind of opening or twists that make them look fragile in comparison, which is also a reason as to why the design is so simple. It has no flare, it’s steady.

I won’t go into detail about every single seed, since we’re still in the process of designing the final trees for the game, as well as chosing which seeds we should use. Which one best represents it’s field, and what seed combinations best represents the different trees.

That’s all for now. The next weeks entry will be alot better since I will have finished alot more. On Friday next week is the deadline for the alpha of our game, which I will talk about in two weeks time.

Thank you for reading, and hope you stick around for at least one more entry!

//Markus Holm

About Markus Holm

2014  Graphics