Koko Tap is coming back with ... Move It, Soldier!

I’m jumping back into iPad (only) development with a new tactical, WW2 title called Move It, Soldier! In terms of mechanics it’s a combination of marble-rolling game (for player movement) meets tower-offence game. That’s right, tower offence, not defence.

The player will guide their character, a standard infantry grunt, through 10 top-down maps (with 3D buildings and models) from the beaches of Normandy through the August 1944 breakout. Physics, explosions, WW2 battles? All check. Character advancement, three difficulty levels, cool weapons, German infantry dug in and defending? Yup. And even future in-app map pack purchases (fall and winter 1944, Pacific islands, Italy and North Africa, the East Front).

Plus the simplicity of moving via the accelerometer. And it’s not hex-based etc so I can code the vast majority of it by myself. I’ve had some good teachers here on the forums along the way (you all know who you are, thanks!).

Probably be many months before it sees the light of day, but here are a couple of teaser screen shots to show the style I’m, uh, shooting for.

Will post progress reports as I can but here’s what’s accomplished in just a handful of days:

  • art direction and sketches all done
  • “terrain” working
  • camera locked to player, player locked to visible map area
  • enemy AI based on difficulty level started (detects player, fires)
  • music and sound effects started
  • version control system in place
  • scene transition coding done (thanks to Eric5h scripts)

Enjoy. Questions welcome.

I like the look of this. Can’t wait to see more updates. :slight_smile:

Interesting. One thing though, tower defence games are basically the idea of taking what normally is you versus the masses and turning it into you as the masses versus the few … so turning it back the other way and saying tower offence, isn’t that basically just saying it’s a regular shootemup? ;-D

Good luck tho.