Melodefense

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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna

Melodefense Devlog 6 - Concept Development 2

We are struggling a lot with the concept development. Let’s see what’s going on lately.

As a reminder, our prototype and the latest drafts were consisting of the following abstract designs:

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Actually we are not satisfied with the current abstract designs. It makes it difficult (if not impossible) for us to develop a world open for a long run progression. An additional difficulty is the players need to learn (and we need to teach) some degree of a sign language. There are better ways to introduce things in a defined world so that players can understand them natively.

Another important point is, our graphic artist Murat Kalkavan is a very talented illustrator but his original style is not related much with the current minimal geometric concept. Currently we can’t make use of his talent fully.

CHARACTERIZATION

So we let him free to experiment on some character development and he came up with these sketches for the enemies:

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These designs are much warmer, friendly and open to humor. But they also bring their own problems related with characterization.

For example, the characters in the above sketch resemble masks. This cultural reference implies tribal content which will probably conflict with the current music style and some other content in the game. This may limit other content in the game to stay within tribal context. Tribal context and music/rhythm game, Patapon is a successful implementation of this approach. Check that how they applied the tribal concept successfully to the overall world, story and audio design.

Another significant problem in this sketch is, the look of the enemies doesn’t tell much about what they do in the game. This is very important for informing the player clearly what’s going on around. The player should deal with the gameplay, not realizing what’s going on.

So we made another design experiment representing the function and upgrade system clearly.

FUNCTIONAL CHARACTERIZATION

TOWERS

The below sketch is made keeping the functionality and upgrades in mind:
- 1st row is a bullet firing tower,
- 2nd row is a lightning firing tower,
- 3rd row is another sound wave bullet firing tower.
Their upgrades are represented from left to right, and the last figures show how a tower’s upgrades fire bullets. Once you saw this towers in action, it is easier for later to tell their function from their appearance.

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Once the functionality is established we moved further with applying a very simplistic characterization. The shape of towers were already suitable for resembling a body so adding only the eyes was quite enough:

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ENEMIES

Applying the same approach to enemies resulted in the following functional design. In the sketch below,
- 1st row is a regular enemy and its shielded upgrade,
- 2nd row is a fast enemy and its faster upgrade,
- 3rd row is a “+” enemy dividing into two smaller “-” enemies.
- 4th row is a slow enemy with a great hit point and its stronger upgrade,
- 5th row is an invincible enemy.

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Then we applied characterization over the functional design of the enemies:

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IN GAME LOOK

We didn’t want the game board look so crowded. For a more simple look we placed the characterized images in the tower toolbox on the right and queued the characterized enemies on the top before entering the game board. Game board only includes the icon forms of towers and enemies. Here is a realization of these characterizations during an imaginary gameplay.

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Needless to say this design is also a draft and we are still not satisfied with it. We will keep on working on it:)

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Cheers!
Guney.

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Melodefense Devlog 5 – Concept Development 1

Concept development is one of the first things we need to solve early and it is a top priority on our production plan. How we communicate with the player, the level progression, some game mechanics and the complete graphic design depends on it.

There are so many questions waiting to be answered:

  • Who are we?
  • Who is the enemy?
  • Why enemy is our enemy?
  • Why does the enemy attack us?
  • What are our towers?
  • Why are the sounds of towers make music?
  • What and why are we defending?
  • What happens when the enemy reaches the last lane?
  • What happens if the enemy beats us?
  • What happens if we can beat the enemy?
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Besides the questions above, we also don’t want to leave human element completely outside. Human element would allow better communication and creating more close relationships with the players.

But including a human element is quite a dangerous path. Forcing a poor concept not fitting the game dynamics natively would leave an uncomfortable feeling and alienate the players.

Our first choice is to go safe and stick with the current abstract design and experiment on a sign language.

We also checked various vintage analog synthesizers (google image search) to see if we can get some inspiration:

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Here are the first ideas! Keeping things abstract, our priority is to tell more about the functions of each element.

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We are not yet satisfied with this. Keeping things abstract makes it difficult for us to develop a long run progression. Also we need to teach the players some sign language even though there are better ways to introduce things in a way that they can get natively. But this is it for now.

A possible look into the game scene:

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And this is our poster for #screenshotsaturday:

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Don’t forget to follow us, share us and leave comments and your ideas.

BLOG LOCATIONS:
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UPDATES:
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LATEST BUILD:
Melodefense.com

Cheers!
Guney.

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Melodefense Game Mechanics

Original Global Game Jam 2013 Prototype Gameplay

Melodefense is a musical iteration to a classic tower defense game in which you make music by defending your base from enemies approaching from linear columns. Player towers can shoot but enemies can only attack when they get near the towers. Every tower has a specific music loop of an instrument attached to it. In this version we have 6 towers and 6 loops: Kick, Snare, Hi-hat, Bass, Arpeggio, Chords. Placing a new tower triggers the music loop attached to that tower type. Music loops are made of 16 beat patterns and towers shoot according to these pattern. Placing towers of different types adds music loops over already playing ones.

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In addition to these, a step sequencer continuously scans the battle arena that is also divided into 16 parts. When the scanner detects an enemy, it plays the specific synthesizer note set for each column. This results in randomly generated melody lines shifting slowly in time. This way an interactive music is composed depending on the gameplay. Actually, Melodefense is a music toy that allows you to make music by playing a tower defense game.

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Currently, you gain points in time. You can buy towers with these points and enemies reaching the last line gives a penalty that cost you some points. You win if you can pass all the waves, you loose if you run out of points. This is not a fundamental setup but one that was working fine for the game jam.

In the first prototype, there was no limit on the number of towers of the same type. Adding a second tower type that is already on the battle arena does not trigger another music loop (because the loop of that tower type has already triggered). Correspondingly, the music loop of a tower type stops playing only when an enemy destroys all towers of that type. The problem was, in this version all six loops are triggered after some point and music becomes the same constant loop repeating for every gameplay and every player. But we want different music to be generated for different gameplays and different players.

No Duplicate Towers Version Melodefense - GGJ 2013 Prototype (no duplicate towers version)

We made another version which allows placing only one tower of each type. We also altered the game balance so that keeping all six towers alive became harder. This way loosing a tower means immediately loosing the music loop atached to that type. This allows the player to achieve exciting music with more ups and downs with interesting combinations of loops, and variety for every gameplay even with same sounds and patterns.

What is Next?

In the next post we will be talking about our mind map brainstorming on carrying this prototype further into a full game.

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Melodefense Prototype at GGJ 2013

First Impression:
Melodefense was born in Global Game Jam 2013 Istanbul BUG. Let’s make a flashback!

Melodefense Presentation at Global Game Jam 2013 Istanbul

In this little presentation we introduce and demonstrate Melodefense to the people at GGJ 2013 Istanbul BUG site. Watch this to see the game in action. We received great interest and a lot of positive feedback after this presentation which later became a massive motivation for our decision of moving forward.

Meet the Team:
Watch this super short interview by GameX TV asking why we joined Global Game Jam, to see our team Kerem Tiryaki, Guney Ozsan and Murat Kalkavan in flesh and know more about our motivation (Hint: It’s all about friendship and fun!).

GameX TV interviews with Melodefense creators at GGJ 2013

What is Next?
In our next post we will post gameplay videos of this prototype and talk about game mechanics in detail. Please follow us and share your comments and ideas wherever is convenient for you Facebook, Twitter, Google+, YouTube, Tumblr and RSS.

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melodefense devlog prototype alpha

Welcome to Melodefense Development Blog

Hi!

I am Guney Ozsan from the Melodefense team.  We are building a musical tower defense game based on a step sequencer. We are a team of three living in Istanbul. Besides me the audio guy, Kerem Tiryaki is our developer and Murat Kalkavan is our artist.

Here we will be keeping a Dev Log to share everything about the production process. So, in this very first post we would like to introduce our game in process and invite you to follow us through various channels.

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So, Melodefense is a musical tower defense game based on a step sequencer. We built the original prototype at Global Game Jam 2013 Istanbul inspired by that year’s theme Heartbeat. We liked the idea so much that we decided to build a complete game on it with the same team.

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Melodefense updates will also be on FacebookTwitterGoogle+,YouTubeTumblr and RSS. Please follow us and share your comments and ideas wherever is convenient for you.

Next post will be on the first prototype that we made at GGJ 2013 Istanbul.

Let’s keep in touch!
Guney

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melodefense devlog