This is my first, of what is likely to be many to come, development diaries for any and all games I happen to be working on. I’ll be trying my best to ensure I do at least one dev diary a week, at least as long as I’m actually working on something. Anyways I will treat this first dev diary as a special kind of introduction and information about my first game. I also will be launching the website for my gaming company soon. I will make that official in a few weeks as well.

ZaciSa’s Last Stand

Platform: Wii U
Pricing: Aiming for $1.99 or $2.99
Scheduled Release: December 2013 or January 2014 at the earliest

What is it?

ZaciSa’s Last Stand, or as I was calling it beforehand “Pixel Defense” and “The Last Defense”, is a 2D tower defense game in space. Of course, when I say simple, I mean in concept. Make no mistake, this game will be very challenging. The main concept is that you have to defend your base from an unsought of enemy ships that seek to destroy you and your way of life. To do his, you will deploy different Bot weapons, such as a Sentry or Bomber to destroy them before they get to your base. The game will start out easy enough, at least in theory, with only something small like 20 weak enemies. Every level you survive will result in more enemies as well as their strength increasing every level. You gain points and money for every ship you destroy as well as a nice bonus at the end of each round. You use this money to not only build more Bots, but also different kind of upgrades. Can you survive the slaughter?

Modes

Hard Mode: This is the default mode of the game as well as how it’s meant to be played. The game will be very challenging forcing you to think ahead and be conservative with your money. Enemies will strike at you hard and will be very hard to kill. With little precious resources, you better spend that money wisely. Getting to level 10 will be a challenge in of itself.

Easy Mode: This is a special mode for the game for those that want to take it easy or are having trouble with Hard Mode. The game will be slightly easier here, with more money starting off, more reward money from destroyed ships and enemies will do less damage to you. This mode might be quite easy compared to Hard Mode, but don’t go thinking things will be a piece of cake, I’ll be making this mode at least somewhat challenging to keep you on your toes.

Different Maps

The game will feature at least 4 different maps to start off with. This is at least the amount of different maps I am planning to launch with. If I have time, I might do 6 or more. I am also building the game in mind to receive possible free new maps after launch via free patch updates. Each map won’t just be a background change either. Each map will be designed to make you think different then before and have different strategies at surviving. For example, the main map mainly has your base in the middle of the map with enemies coming from all sides, a simple tower defense type of set up actually. But the other maps I have planing will be a good bit different. Such as one map where your inside an asteroid mining setup with two bases to protect on different sides inside of the asteroid with the enemies coming inside from different tunnels. As well as another map that has you trying to escape via hyper space with the enemy only attacking from behind, though still need to be careful of what might be ahead. Those are just some of the map examples I am currently building.

Resources from The Store

Sentry: Simple bot weapon that fires at a standard speed, range and power at incoming enemies in any direction within it’s range. Like all resources, this can be upgraded. Upgrades include, but not limited to: power, number shot at, range, etc.

Bomber: Powerful bombing bot that has a great outside range and can easily strike down incoming enemies. However it’s slow to fire compared to the Sentry as well as has a blind spot near it’s location where it can’t fire inside of it. Use it wisely.

Cloud: A large range attack vessel that fires very quickly but has little power. Not best to use as your main defense, but helpful in wearing down any and all enemies within it’s large range.

Drone: Unlike the sentry and other bots, this isn’t stationary. This is a mobile bot that travels very fast around the outskirts of the map looking for enemies to take down. It also features a powerful attack at a good speed as well. Expensive, but well worth it.

Helper: Purely defense type, cannot hurt the enemy. But can help slow them down and freeze them in place for a little bit. A good companion bot to help and assist other bots.

Shield: Will add or increase the shield of your base to ensure you last longer. Very helpful to survive another level, but it’s price goes up every time you use it.

Specials

Game will also feature some “specials” that offer up different things when acquired and used. The four specials include:

  • Money: Will increase the multiplier for the money earned for the current level. This can be stacked, meaning you can easily have a 3x or 5x multiplier if you saved up your Money Specials.
  • Score: Similar to the Money Special, this is a score multiplier to help increase your score. Useful to get higher rankings.
  • Atomic: Will destroy all current enemies left on this level. You will instintly earn any score and money to be earned as well as advance to next level.
  • Health: Will increase your health by up to 50%.

Other Features

The game will also make use of online leaderboards to track your scores against the world as well as your friends. I may try to implement Miiverse in some form too. Will contain off-tv play.

Look and Style

Though the game has no graphics now, I do have a few ideas on how it should look. Mostly I am looking for a simple looking space game. Two of my ideas actually were very simplistic, in mainly just being lines or blocks in terms of how the game looks. Another is a little more complicated, but still kinda simple. It actually will be drawing them out with crayons similar to this look of another game I prototyped. It won’t be too long till I start testing out different styles to see how the game looks.

 

Some Early Screenshots

You might be thinking why I would choose to show very early screenshots of the game? Well, mostly for history. Will be interesting for me to see how the game looked near the beginning. This is also a way for people to see how my game will play. The style and graphics might change, but the main layout and gameplay will stay the same. Click to enlarge.

What you will see:

  • HUD shows the level, your score, the money you have as well as your life you have left.
  • Red dots currently represent enemy locations. All moving towards to the center.
  • Solid blue circles near the white base are the different bots.
  • The lighter blue circles around each bot are it’s visual range.
  • When fired upon, you will see a life bar appear indicating how long till the enemy is dead.

TV

 

Also on the Wii U Gamepad, you will also see the above, though focused to a enlarged center, but also:

  • The Resources/Upgrade center on the bottom.
  • Specials to be used on the right. Currently brighter white means it can be used.
  • Pause and Fast are used to speed up or pause the game. Both will likely be changed to better wording, as this “pause” is different then actually hitting the pause/start button on the controller. Pause basically freezes the enemies and allows you time to plan your next move.

Wii U Gamepad