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View Full Version : Wicked Defense is now online!



LP
12-07-2007, 03:59 AM
<center>http://img299.imageshack.us/img299/329/screen00mf4.th.jpg (http://img299.imageshack.us/my.php?image=screen00mf4.jpg) http://img237.imageshack.us/img237/3651/screen01tn4.th.jpg (http://img237.imageshack.us/my.php?image=screen01tn4.jpg) http://img247.imageshack.us/img247/6615/screen02uq7.th.jpg (http://img247.imageshack.us/my.php?image=screen02uq7.jpg)
</center>

We are proud to introduce you our latest game called Wicked Defense (http://www.wicked-defense.com). It is a real-time puzzle and strategy game in 3D with advanced visual effects and user interface.

The rules of the game are very simple: you have to prevent the incoming hordes of monsters from reaching their destination by building attack towers and casting powerful spells.

The game goes beyond the classical approach very common to all Turret Defense maps. Instead of linearily upgrading towers and maxing their characteristics, you have to make towers support each other with their special abilities. In addition, all towers and all monsters in the game have their unique special abilities. You can upgrade each tower in one of three different categories (they change from tower to tower), making every tower you build completely unique!


The game can display thousands of objects with the total complexity of 2 million faces or more, in real-time. It uses procedural geometry for all objects in the game and requires a shader-capable video card to run.

Wicked Defense was made in Delphi and uses Asphyre eXtreme 4.1 as its graphics core.

Check the game at:
http://www.wicked-defense.com

FNX
12-07-2007, 07:55 AM
WOW! Really really impressive!

I've already downloaded the setup and i'm going to try this as i come back
home tonight! Also i've to decide myself to switch from DelphiX to
Asphyre and start coding some serious stuff :D

Traveler
12-07-2007, 08:19 AM
Good to see this finally up here :D

Bumped to a news item!

czar
12-07-2007, 09:06 AM
Certainly looks cool. Any reviews yet?

Are your marketing the game? Getting people to know about your product is the hardest part. You really need to push it hard. In my own case, it took us quite a few months before we started attracting a steady stream of customers.

savage
12-07-2007, 09:48 AM
That looks very professional and very polished! I'll try and download the trial version this week-end to check out the game play.

Since Chrome supports XNA, you may want to think about porting Asphyre to it. This game looks like just the sort of thing that Microsoft would want to offer on Xbox Live Arcade. Just a thought.

wodzu
12-07-2007, 12:19 PM
Will try it and perhaps buy it as a partial support for the Asphyre :-)

It looks very very nice :-)

WILL
12-07-2007, 03:30 PM
Very impressive Yuriy. :) I wish more games were made like it.

You should be sure to make a Great Games Experiment (http://www.greatgamesexperiment.com/) profile to help promote your game!

Sorry Yuriy, I had to modify it. Those screenshots deserve to be shown on the front page! ;)

LP
12-07-2007, 10:57 PM
Thanks for your comments guys! Yes, we are marketing our game and surely we will take every opportunity to make it known to the world. ;)

Few hours after the launch the "Buy Now" page of our reseller has been hacked apparently, but hopefully we had a contract with another reseller active, so we fixed the problem without much effort. Hopefully the security should be alright now.

Here're some more screenshots for ya showing Whirlwind Chainer tower laying havoc on multiple enemies:

http://img508.imageshack.us/img508/7168/screen03vu8.th.jpg (http://img508.imageshack.us/my.php?image=screen03vu8.jpg) http://img339.imageshack.us/img339/2854/screen04vi5.th.jpg (http://img339.imageshack.us/my.php?image=screen04vi5.jpg)

Dan
13-07-2007, 04:35 AM
Very nice game, and very pretty effects! Well done!
I have one suggestion though, it would probably be better
to put instructions into the game itself rather than pop the
browser window, because on my system as soon as I click
instructions my firewall pops up with a message that
the program is trying to open a browser window, but
since the game is in fullscreen mode the firewall message
is not visible so it just appears as if the game is hanging.
Otherwise it's a very good game.

arthurprs
31-07-2007, 04:27 AM
Simply awesome :!:

chronozphere
31-07-2007, 01:34 PM
That's an absolutely great game. :o :clap:

The effects are great and everything looks very dynamic and polished. :)
And the concept is easy (because it's basicly 2D) but still very interesting.

Does the commercial version have a level editor included?? It would be a good reason for people to buy the game.

How long did it take to develop this one??

And eh... have you sold any copies yet, if true, how much?? :razz:

Good luck with it.

LP
31-07-2007, 03:25 PM
Does the commercial version have a level editor included?? It would be a good reason for people to buy the game.
We are working on v1.1 release, which will feature level editor, ingame tutorials, new soundtrack and mp3 reproduction capability (to listen your favorite music ingame) and new type of gameplay.


How long did it take to develop this one??
In total about four months. Things that took us most of the time were writing shaders and balancing towers. Actually, we used much less shaders than we did.



And eh... have you sold any copies yet, if true, how much?? :razz:
Currently we are selling about two copies per week, which is not much; although, we haven't done any marketing and promotion yet, since we want to release v1.1 prior to that (and we can't work on both in the same time).

P.S. For those who can't run the game because lack of shader support, here're two videos of the gameplay (in one of them you can see me being beaten in my own map :oops:):

Wicked Defense - Video #1 (http://www.youtube.com/watch?v=RabJHkQP3sI)
Wicked Defense - Video #2 (http://www.youtube.com/watch?v=wVoY0a_3gos)

chronozphere
01-08-2007, 08:57 AM
In total about four months. Things that took us most of the time were writing shaders and balancing towers. Actually, we used much less shaders than we did.


wow :o you did a tremendous job in such a short time. How big is your team??



....and mp3 reproduction capability (to listen your favorite music ingame).....

I like to have such a feature in my engine too.
But the problem is:

I like to use one system/API for sound. I think OpenAL is a good choice, but the problem is that it doesn't support Mp3. I will have to decode mp3 myself, which is not allowed because mp3 is heavily pattented.

So How do you achieve this? Are you using seperate systems for Mp3 and soundeffects??
like e.g Bass for SFX and TMediaPlayer for MP3. Do you decode MP3 :twisted: Or is there another way??

LP
01-08-2007, 03:07 PM
wow :o you did a tremendous job in such a short time. How big is your team??
Our team is composed of only two people - Humberto Andrade, who is very skilled in graphics and, of course, myself. Humerto did most of 2D icons and helped me with the code and shaders as well.





....and mp3 reproduction capability (to listen your favorite music ingame).....

I like to have such a feature in my engine too.
But the problem is:

I like to use one system/API for sound. I think OpenAL is a good choice, but the problem is that it doesn't support Mp3. I will have to decode mp3 myself, which is not allowed because mp3 is heavily pattented.

So How do you achieve this? Are you using seperate systems for Mp3 and soundeffects??
like e.g Bass for SFX and TMediaPlayer for MP3. Do you decode MP3 :twisted: Or is there another way??

Yes, Mp3 is patented, but AFAIK, you only have to pay for the coder (or if not, it's very cheap, I can't remember). In our game we use sound effects encoded in OGG.

We have purchased shareware BASS license and we use it for both 3D sound effects and music reproduction. The reason we used BASS was mostly because I've used it a lot in the past and it proved to be reliable. I have no experience with OpenAL, so I can't really suggest anything there (the only other package I have used was FMOD).