[WIP] Age of Boxes - a base defense strategy game - looking for android beta tester

[WIP] Game: Age of Boxes
(old name was: Age of Time )

The Idea: The Game is inspired by the Flash Game “Age of War” and will have around the same and maybe more/other features. But the core features will be the guideline at first.

The Goal: I want to finish a whole game by my own, since i have started alot but could’nt end those Projects. So this Game is also a learn experience for me.

The Style: I want to keep everything simple for now. So i will keep at first a box-ish design by just using cubes in Unity and later on i will do Modeling and Texturing.

Project Start: 07 April 2015

About the Game:

  • A Strategygame where you have to defeat the Computers Base
  • You upgrade your basetower to open slots for turrets which you can buy and sell
  • You can send different Unit-Types (Melee, Range, Big Mellee, maybe later Flying)
  • You go through different Ages to be able to build better Units with higher damage and hp
  • Each age has better units and turrets
  • there might be 3 or 4 Difficulties later on
  • As Score might the time be measured

Devices: Priority are Android systems.

About me: I’m 3D Artist(3Ds Max) with a bit of C# knowledge.

Feedback: I am always happy when i get some constructive feedback, ideas and help of course.

Google Open Beta Test: https://play.google.com/apps/testing/com.OctoMan.AgeOfBoxesBeta

Latest Screenshot:


Latest Video Summary:

2 Likes

I’d just like to say that Age of Boxes is a much better title than Age of Time. And I’d love to see the final art assets actually be boxes. Like, different styles of cardboard boxes, wooden crates, pet carriers… Any kind of box-like container.
:stuck_out_tongue:

1 Like

Hi, thanks for your feedback. I think you are right, i also like the name Age of Boxes and since i want to keep the style box-ish i will take that name i think :). The actual design will be funny and i try to think as easy as possible but want to make funny designs.

The ideas is for now in the “Stone Age” a design like Flintstones, with tigerpelt and stuff. The harder part might be how i do the actual animations for those Boxes. Currently i just move em left to right and right to left of course.

I will think about all the ages i want to implement and do some brainstorming and scribble stuff down. I will send the ideas here later.

Possible Ages are:

  • Stone Age
  • Egyps
  • Mid Age
  • 1st or 2nd Worldwar
  • Hippys (FlowerPower you know :wink:
  • Future (Terminator / Starwars (lasers and stuff))

Here an Idea of how my Stone Age Units might look like. Bigger units will get more Boxes and stuff.
2066552--135079--StoneAgeMellee_small.png

Any Ideas? Please give me feedback for possible ages or arts i could use.
Cheers

Week01 Summary:

  • Camera movement L/R with Border Buttons for bigger stages.
  • Can upgrade Base up to 4 Towers total.
  • Can Build and Sell 1st GunType to any of the TowerSlots(Red Transparent)
  • Gun can Aim and Shoot.
  • Can Build 1st Melee Unit.
  • Units can do damage and destroy other bad Units.
  • Basic AI - the Computer sends Red Melee Units which are attacking and destroying Green ones.

In this video i show you everything i have so far. I hope i didn’t forgot anything to mention.

As always constructive feedback, ideas and suchs is always wanted. So, tell me what you think.
Cheers

Great idea to keep the characters simple box shapes. That gives you total direction on how you’d like to portray the characters through animations.

Here is a short animation segment which has a pretty cool style - which represents the type of style I first thought of when I read your post. Kind of snappy bouncy ‘quirky’ playful is how a lot of funny/fun ‘character’ could be delivered through the animations of your characters.

Edit: Minus that unneeded (same ol) slow motion segment in the video.

That’s a pretty nice idea. That bouncy, ploppy reminds me to something i can’t remember, but i think i have seen something like that before. I bet i could do some real funny animations this way. For sure it needs some brainstorming based on Units, but could fit pretty well.

I don’t think i would implement slow motion anyways, so yeah no worries :P. This would kill the flow of the game i think. I want a smooth and fast paced game style i think. No haste, but don’t sleep while playing you know ;). So balancing will be a pretty big other point later on.

I will do the art & design once i’m done with most of the mechanic and the Game is @ maybe ~ 80%.
Sound design is another point later on, but i think i might do the music after i’m done with art & design? Or at the same time to get the feeling?

Cheers

1 Like

Hey there, week 2 is almost over.
What did i added, changed, did:

  • The AI can now build up to 4 towers, depending on the AI-exp. Maybe i change the rules later.
  • The AI can build the first turret, based on the exp as well.
  • The AI-exp grows over time and by killing player units.

-The Player can now use a Special Attack in the Stone Age called Meteor Shower refresh Time = 30seconds.Duaration = 8seconds. See Screenshot.

  • I changed the damage system so all units can get damage from anywhere. Thanks to the unity tutorials i got that to work properly.

  • I was modeling and painting a mammoth, which will be the 3rd unit in the stone age. A high health Tank unit.

  • I also started modeling other units but im not done with them, so i will send other Screenshots later.


    Please give me feedback how you like the style. Box-ish enough? Also tell me what you think about the project overall.
    Cheers

1 Like

Week 2 summary video is here.

Constructive feedback as always is much appreciated.
Tell me what you think.
Cheers

Hi all,
week 3 is almost over and it’s time to summarize what i was able to achieve.

  • I got rid of almost all old GUI code and use the new Canvas GUI system, to mainly reduce drawcalls, but also to use the new functions of the system.
  • I modeled a new Unit which is Ranged to complete the Stone Age Units.
  • The AI now make use of all 3 different types of Units.
  • I changed the damage system a bit to make the gameplay faster. I still work on the balancing, but i think im pretty close.
  • I also tested the game on a tablet specially because of the GUI, and it works fantastic.

Here is the video of the summary:

Constructive feedback, as always, is much appreciated.
Tell me what you think, like, hate, or any ideas you may have.
Cheers

Week 04 & 05:
Hey all**,**

here is the next summary of the last 2 weeks.

  • I changed the GUI a bit more to reduce more drawcalls (so it’s almost done)

  • The player and the AI can go up to the next age and the geometry changes accordingly

  • I added geometry for the stone age and the eqypts age.

  • I also added new geometry for the meteor and the trees.

  • I added 2 new units for the egypts age which are mellee and range(player only at the moment)

  • I added healthbars for the bases and for the units

Constructive feedback, as always, is much appreciated.
Tell me what you think, like, hate, or any ideas you may have.

Cheers

Week 06:

here is my summary of week 6. I couldn’t work 1 week thats why i post so late.

  • I added 3 fooliage sets with stones and leefs.

  • I changed the ground and ground-textures.

  • I worked alot on pictograms to make buttons more userfriendly, still needs more work.

  • I added a new Egypts-Age Unit “The Mummy”.

  • I added a Textfield for error output like: “Not enough Money!”

  • I fixed several bugs.

  • I worked on a logo to get some ideas for a final one.

Constructive feedback, as always, is much appreciated.
Tell me what you think, like, hate, or any ideas you may have.

Cheers

Week 7:
This is the small summary of week 7 of work. I did almost no coding this week, since i needed more design stuff.
I would say codewise my game is ~80% done.

  • I worked a lot on the Medieval Age Units & made alot conzept work for the other ages too.
  • I also changed some UI-Textures to hopefully more user friendly Buttons.
  • I worked alot on the Logo

Here is the Video:

Here are some screenshots:
The Newish Buttons:



The Stone Age Units:
2150353--141922--StoneAgeSet.png

The Eqypts Age Units:
2150353--141923--EgyptsAgeSet.png

Noticed my Logo?
2150353--141924--Logo001_small.png

So tell my what you think about everything.
How are the new pictograms on the buttons?
What do you think about my Logo?

Constructive Feedback, as always, is appreciated.
Cheers

Week 8:

Today is summary day so here it is:

  • Logo screen in the beginning of the game added
  • Main menu scene with a working menu already
  • Winning Screen and conditions set already
  • Game Over Screen and conditions set already
  • Conzept work & Modeling for Towers, Turrets and Building of Medieval Age
  • Conzept work on Stone Age Turrets, not pics yet sorry
  • Healthbar overflow fix for units and base
  • Texturing Tank Medieval Age “Chavlery”
  • Moddeling & Rigging Range Medieval Age, no pics yet sorry

Here is the Video:

ScreenShots:


Medieval Concept:

Thats it for now. Feedback?

Cheers

Week 9

Summary is here: (for Screenshots and Video scroll down!)

  • Logo Reworked

  • Font changed

  • Settings in the Mainmenu

  • Music Volume Slider

  • SFX Volume Slider

  • Settings Ingame / pause Menu

  • Music Volume Slider

  • SFX Volume Slider

  • Game Speed Toggle (maybe i delete it later)

  • Restart possibility

  • Conzept/ Modelling/ started texturing - Stone Age Turrets

  • Age Up fix to avoid overjumping ages when player have “to much” exp

  • Health of the Bases increase when age up

  • Medieval Range Texturing

Screenshots:

The Redesigned Logo:
2171099--143672--Logo001_small.png
The Ingame Pause Menu:


Medieval Range Unit:

The video:

Thats it for the week. Feedback?

Cheers

Hey Octoman - been following your progress and all is looking good, except the middle part of the logo. I like the letter redesign - it reads a lot better, but the middle box part still needs something else. Maybe save that area for your most iconic character or something. That may give it a little more pizazz.
Keep up the progress. Really like seeing your updates.

Hey theANMATOR2b,
thanks alot for your feedback. I think you might be right! While reading your words, i actually got an idea for the middle Box in the Logo. I also was thinking about that box and i felt there need to be some more changes inside. I’ll try things out.

More pizzaz would be great :).

Any ideas when i should kick out a beta? When the first 3 Ages are done?

I’m no where near as far along as you are with my first personal development project - but I’d say as long as all game play elements are in place and functioning correctly, all (most) bugs are squashed for 1&2 - I think I’d personally kick out beta right now with 1-2 ages. But maybe another more experienced dev can chime in with better knowledge.

Ah okay, maybe you are right. Maybe it’s better to get a beta with atleast 2 age, update it every maybe 2 weeks to get enough feedback until the game is ready to get released.

Since i aim android should i only let besta-testers use the appstore or should i also make a web beta? I think i have a site where i could get alot feedback in a small amount of time.

Beta = as many eyes as possible on the build right?
That’s my thought anyway.

Funny! In this moment i uploaded a early Beta on a website. Feel free to check it out

Here: Play Age of Boxes, a free online game on Kongregate

Don’t forget to send feedback :wink: