This blog represents the artistic side of the upcoming projects from SND Games that are currently under development. All content shown
should be considered a work-in-progress. All feedback regarding gameplay should be directed to the main blog of SND Games.
This blog is not monitored for gameplay-related comments and they may either go unapproved or unanswered.
Showing posts with label human female. Show all posts
Showing posts with label human female. Show all posts

Sunday, February 12, 2012

Week #020: Now For Something Completely Different

It may look like I haven't really done a whole lot since we finished up Maximus and got him into the game. While I did take some time off for recharging after that, you can rest assured that we're still hard at work polishing the game up. You just can't always immediately notice it.

If you've been following the progression notes, you may have noticed my entry for "character fixes/polish". This is what I've been focusing my attention on for the last week. While everything may look fine and dandy with the characters at the moment, this is because they're equipped in their full armor sets. Beneath that there are numerous graphical errors that, while hidden by the equipping of a full armor set, would have become eye sores once the characters were only wearing a few select pieces of armor instead of the whole set. Instead of putting this off until such equipment management became possible, I decided to get it done ahead of time.

Again, this is unfortunate since it's mostly behind-the-scenes work that not a lot of people will see. Even Sam and Dan were sometimes at a loss in regards to what I was talking about working on! I tried to take some before and after screenshots to show as examples this week, but I felt they weren't doing a good job of expressing just what was going on.

Instead, I have this for you.


For those of you interested in what kind of stuff I draw in the little free time I allow myself for that kind of thing, I also posted my rendition of Cave Story's Curly Brace over on my deviantArt account about a week ago.

Sunday, January 29, 2012

Week #018: Bitmapize!

Around the middle of last week I decided it was time to get around to designing the beginner leather armor set. But I wanted to do something different. Something more than just posting a quick sketch and calling it a week.

Prior to coming on board here at Sam & Dan Games, I had messed around with the process of doing live streams for some of my more extensive sketching sessions. This never struck me as viable for the blog, since it would be hard to contact people when deciding to do one on a whim, and I wasn't keen on doing them on some kind of schedule. Time lapses sounded like a good solution!

I had the filming under control, but had trouble figuring out how to go about editing the footage. Windows Movie Maker just doesn't cut it, and I still haven't found a versatile, free and legal alternative. Eventually, fed up and frustrated, I contacted Gon and he suggest we just film the session from inside a time warp. He's capable of such things, you know.



Big thanks to my friend Cassie for giving me a hand with the leather armor design while I was occupied with the shadow ability graphics and a few other things this past week!

Images represent a game currently under development.
So there you have it. I'm really curious how much interest there is in stuff like this; if there's a lot, I'll be sure to try it again in the near future (although things like equipment and spell creation might not be the most interesting to watch). Be sure to let me know!

Just a reminder that this week's post coming a day earlier is not an error; I've pushed the usual post date from monday to sunday to ease off on the tension of getting a post together on my already-hectic mondays. It already feels much more comfortable to me, although that may be thanks to having this post ready since thursday night...

I'm also hunting for versatile, free and legal video editors for a potential future in "The Making of HTD" videos, if anyone has any experience on that front.

Monday, December 19, 2011

Week #013: Whether You Have Questions or Not, I Have Answers

Another week, and while I'm still not one hundred percent, it's improved enough that I can get back into a regular schedule. I thank everyone who left their best wishes, it's nice to see I've already touched people before the game has even been released!


With less than two weeks left in 2011, I can assure you we're hard at work in order to bring you the first build of HTD before the year ends. We may have had to cut a few corners, but we're still planning on bringing all of that content to the table just within the new year. Let 2012 be known as the Year of HTD!

Last week, in order to make up for the lack of a proper blog post, I invited everyone to let their questions fly, and as promised, I'll take the time to answer them now.

Question: What's with the enormous skull resting in the entrance way? What's the deal with this so-called Treasure Lord? Is Gon even close to being on to something?

Answer: We really don't want to reveal that much about the Treasure Lord and the supposed trophies adorning his lair until we feel that it's time to do so. I, for one, feel that experiencing these encounters for oneself could be much more incredible than simply reading about them. I wouldn't call Gon's theory accurate, but I do think it has potential for future plot lines if he isn't too protective of the idea...

Question: Inspiration, do you speak it?

Answer: I tend to get this question a lot, even from fellow artists that are having trouble finding their own. Unfortunately I haven't come up with a solid answer to it just yet. Inspiration can come in many forms - as I'm sure most artists will tell you - whether it's seeing a movie, listening to music, playing video games or, of course, money. None of these have ever proven to be reliably consistent for me. When it comes to HTD in particular, I've drawn a lot of influence from many Super Nintendo and Gameboy Advance games, most frequently (and perhaps most obviously) Chrono Trigger and Fire Emblem.

Question: New races? When? Where? How? You're not going to phone it in with space goats and werewolves, are you?

Answer: Just like the Treasure Lord, I feel like it's simply too soon to talk about the future of the HTD races. We haven't really seriously begun talking about what's next, although, there is a good chance of it being decided through a future Community Impact Poll. As for the candidates, I believe we have agreed that elves and orc are a definite must, but I'm very much against sticking to this fantasy trinity and calling it a day. Not only will the elves and orc likely be unlike any you've ever seen, but I'll be making it my goal to make sure that any additional races are really unique in order to continue setting HTD apart from other games.

I really want to thank everyone again for their support so far. It's pretty incredible to see such support before the game has even been released... I can't wait to see where we are in a month or two!

Tuesday, November 22, 2011

Week #009: Rebirth

Many viewers have questioned the status of the human male player characters, since my focus has been on the females for so long now. There has been a good reason for this, and since my focus is about to shift back onto the males, I thought it was time to talk about it.

When I first started working on HTD, the first assets I worked on was the human male player character. After completing the melee attack assets, I moved on to the creation of the Fortuituous Cave and it's inhabitants, the treasure whelps and the Treasure Lord himself.

Once these were in development, however, I began to feel that the human male assets were rather lackluster. The quality wasn't at all consistent with the work I had done since. Additionally, the human males just simply weren't built for some of the functionality we had planned (as you'll see below, they only had four slots of armor, as opposed to the six that was being planned for).

Insisting that I could do better, but agreeing that it wasn't in the best interest of time to revisit them for revisions just yet, I moved on... to the human female player character.


While still moving forward, I was still able to display just how much room for improvement we had with the player characters. As you can see, the human female is not only much more smooth and polished, but much more complicated than the human male was.

Comparison of the two idle stances, broken down into all of their components.
Now that the females are beyond caught up, as I take a little break with some stage and creature creation, I prepare to gear up to give the human males their deserved rebirth.

Don't you realize what this means!?

Community Impact Poll #002:
Human Male Hairstyles

Oh. Snap. That's right, it's time for CIP number two. Mirroring the first, this will decide on the initially added hairstyles for the human male player characters in HTD. But first, we need some entrants. That's where you come in! Just as before, leave your suggestions and ideas for hairstyles right here in the comments. I'll be accepting entrants for the next two weeks. Here are some things to keep in mind if you plan to leave a design suggestion:

  1. These hairstyles should match the character of a human male. More savage designs should be reserved for more savage races, more elegant designs should be reserved for more elegant races, etc.
  2. Your suggestions can be in any form, from a vague idea ("What about spikes?") to a specific character ("How about Arthas' hairstyle?") to something you drew yourself! All styles will be redrawn by myself for voting, and source material won't be deliberately held as an advantage or disadvantage.
  3. Submissions will be gathered over the next two weeks, leading up to the opening of the polls, on December 5th.
  4. The entrants of the poll will be included in Hero Tower Defense, starting with the winner at the initial launch. Second and third place will be quick to follow, and further runner-ups may be included in the near future.
  5. Have fun or you're disqualified. :D
Once again, we're looking forward to seeing what kind of ideas the community comes up with!

Tuesday, November 1, 2011

Week #006: Trick or Treat!

Notice: I've updated the progress lists, but notice that I've narrowed my sights, so that they are no longer symbolizing such an immense scale of content all at once. It could also be identified as an optical illusion to make progress look a bit more explosive... I'll let you see it as you choose!

When I first started this blog, I had already been working with SND for several weeks and had a nice amount of content to show for it. While the speed of content creation hasn't exactly changed (though everyone has their off weeks), the rate at which we're presenting it has, which has caused the unfortunate lull in content lately.

What I would like to do is cut back to showing less content per week, but making the content more meaningful. Instead of seeing minor updates or very early works in progress, you'll see more concept art and completed game assets. With the main blog showing more development screenshots as development progresses, I believe this will round out into a pleasant package.

Something that our spectators should keep in mind is the extraordinary circumstances we're working under. Not only are we making our developmental progress rather public from the word go, which most game developers don't do (most games aren't made public until a year or two after they've entered production!), but there are only three of us! Some of what you've been seeing has even been completed only a day or two prior to being shown. This is something I'd like to resolve with the new pacing of showing content.


This week, I thought I would show the concept design of the introductory epic cloth armor set, modeled by our human female player character along with another of our three winning hairstyles, "Yesterday's Breeze".

Tuesday, October 25, 2011

Week #005: Winners and Whelps

Tonight's post comes to you a little later than usual, as I wanted to wait for the first Community Impact Poll to officially come to it's end so that I could talk about it (as if the results could have changed that dramatically in just an hour or two, but whatever, play along!).


As stated, these three hairstyles will be made available for any human female player character in the initial release of Hero Tower Defense. I am rather pleased with the results myself, as I believe these three styles offer a nice balance of diversity. Remember that the runner-ups are being placed aside and may still make it into HTD some day, so no complaining!

Be sure to stay tuned, I'm sure the male's hairstyle choices will be decided through a similar fate...


This week I thought it would be nice to take a break from "Cheryl" and take a look back at the little treasure whelp, who we haven't looked at in quite some time. I would actually like to get to introducing his daddy here soon, but I feel like there's still plenty of things to go through before we need to look at new content... and some things might be better left unseen until you have the game in your hands, yeah?

One other thing I really wanted to clarify was a few things about the notes on progression. As you can see (and I'm sure some of you already did), I stuck them up on the right side bar so that they can be more conveniently and regularly seen. However it should be noted that these are a pretty limited view into my world. For example, at the moment they're really only tracking the progress on the human female player character, and just because they aren't being regularly advanced doesn't mean that I'm not getting work done elsewhere (for example, the HTD logo). As such, they should not be considered a countdown to when the game will be released.

Speaking of the HTD logo (which has primarily been shown over on the Sam & Dan Games blog), while keeping in mind that it is still very much subject to change, please feel free to drop your thoughts about it to me here, I am still actively taking notes to refine and improve it!

Monday, October 17, 2011

Week #004: Let's Talk! Hero Tower Defense

Welcome back loyal watchers and those not-so-loyal that won't be reading until tuesday evening! Unfortunately, last week was pretty slow for me, and I don't have much to show this week (or rather, much that I can show...).

[Human Female - Base Assets]:[||||                     ]:[018%]
  [Initial Hairstyles]:[|                        ]:[002%]
        [Equipment Structure]:[|||||                    ]:[019%]
   ["Maximum Steel" Plate Armor Set]:[||||                     ]:[016%]
[Total Progress]:[||||                     ]:[015%]

I did, however, take a little time tonight to put together a progression list. These seem to be in demand, which I can understand, since it's certainly more fun to see solid numbers instead of a lot of the word "soon". Having a definitive goal can sometimes help me push forward as well. This should also help you to understand just how much I get done and at what rate, which might give an idea of just how much time a game like this takes to produce. I won't lie, it's quite the ambitious project!

Please keep in mind that these progress lists may be rather dynamic. I'll update it at least each week (and consider sliding it off to the side as another blog gadget, to be updated "live", or at least at the end of each night), but there may be currently unaccounted for assets that might drastically skew the "total progress" number. For example, I didn't include any equipment that may need created outside of the initial plate armor set.

I'll probably make it a nice and shiny visual eventually too, once an idea fitting in with the rest of the blog theme comes to me. I was going to use some candy, but I... ran out.


That aside I did want to preview the updated idle stance for our player character here. I wound up 'tweening it for a bit more smoothness, and went ahead and put in Heaven's Tail as an example of how things will look in-game. Please don't let this preview skew the outcome of the poll oh who am I kidding Heaven's Tail is going to win.

Speaking of, don't forget that there's still another week for you to vote on your hairstyle of choice. Tell your friends to vote, if you want! You can find the options in last week's blog post. The top three hairstyles will be included in the game as the initial three style choices at launch. Runner-ups will be filed away for future inclusion. You can find the poll directly to the right. Voting for your choice via comments will not get your vote counted.

That'll be all for this week, I'll try to bring more goodies with me next week!

Monday, October 10, 2011

Week #003: High Heels and Hairstyles

This week I'll be talking more about HTD's starring female lead, codename "Cheryl".


There have been mixed reactions (from both the community and the higher ups) in regards to the human females sporting high heels. In the aftermath of last week I encouraged you to stay tuned for my solution, and I'll go ahead and kick things off with that.

Images represent a game currently in development.
As you can see here, the presence of high heels in the base character sprite design allows for a lot of freedom when it comes to boot design. Along with the previously previewed high heel design, shorter, thicker heels are possible as well as boots with flat soles. Keep in mind that none of these designs are necessarily final. It should also be noted that the base design itself is still up in the air, for example, the thigh-high boots have recently been scrapped.

You might be wondering what we're going to do in the case of, say, an open-toe flat-sole boot design. While I didn't include an example of that above, I assure you that we've already thought of it and have solutions in the works.

Finally, as promised, this week will kick off the first of my Community Impact Polls (CIP), deciding on the girl's initially available hairstyles. Here are the nine potential designs, with some other notes below.

Images represent a game currently in development.
The three top voted designs will be included for use in character customization at game launch, while runner-ups will be referred to for future design inclusions. You can only vote on one, so take your time and choose carefully! Community Impact Poll #001 (which will be found on the bar to the right) will remain open for the next two weeks.

See you next week!

Tuesday, October 4, 2011

Week #002: Introducing "Cheryl"

As you may have noticed, oh, right about now, I'll be making my posts between monday night and tuesday morning, at most, a full day prior to the main Sam & Dan Games blog's dedicated tuesday HTD post.

This means two things. One, that Sam and Dan will be able to easily summarize what's going on here in the tuesday evening posts, for those who don't yet follow both blogs (or simply don't want to). This will especially be helpful when we start holding more community-interaction polls.

Two, it means that if you follow KXN@HTD as well, that you'll be getting that weekly fix a day early! If that isn't incentive to tune in, I don't know what is.

Now, speaking of polls, I was a little surprised at how many people were interested in seeing stuff I do in my free time. Joke's on you, since I'm pretty much all HTD all the time lately. However, I went ahead and added a link to my deviantArt to the side area there, for those interested. Don't forget that this poll will be open for another week yet.

Oh man, just shut up, Kevin. We want to see the art! Okay, okay. Without further ado, this is HTD's human female player character, code name "Cheryl".

Images represent a game currently in development.
Sam and Dan really have me hooked on the idea of community interaction, so what I'd like to do for the first community input poll (CIP..?) is decide on Cheryl's initially available hairstyles. I could just throw together a few choices and have you guys vote on them, but I feel like we can do better than that.

I want the community to help pick the options for the poll itself, too! Just include your ideas in your comments. The more clear details you offer, the better chance you'll have of getting your idea picked. References are also welcome, even if they're just images of a certain character's hairstyle you really like. You don't have to be an artist to contribute! After I gather the ideas up and post some mock-up sketches, I'll open a poll to decide which of the hairstyles will be initially included in the game.

Looking forward to seeing what you guys come up with. See you next week!