Awesome! Thanks for the extra "tease" Josh!! I can't wait to play this! Any plans on releasing a new gameplay video or trailer here sometime soon?? Heck, I'd even satisfied with a few new screenshots.
I'm using the downtime to do extra play-testing and add a little more "bling" to some of the existing stuff in the game. Looking forward to getting the game out and then maybe thinking about a couple of other platforms...
Here's a couple straight off the iPhone 5 screen. The first shows the interface when using touch controls for movement.
VERY nice!! Sorry, for the late response, but I just saw this. I must have missed my email alert that said this thread had a new reply. I'm still really looking forward to playing this. Hopefully it won't be too much longer now.
Hey Steve! It's been a little over a month since I bugged ya last, so I just wanted to touch base with you to see if everything was still on track to release soon? Can't wait to play this!!
Hey mate. Unfortunately, we're still waiting on the completion of those new assets, so the game is still "in the drawer". Shouldn't be much longer though! I can't wait to get it released In the meantime I'm whipping up something new (Requiem Z) to keep myself occupied.
Ah, gotcha! Definitely happy to hear that everything is still on track, though. Thanks for sharing info about your new game too! I'll definitely keep a close eye on it as well.
Hey Steve! How's everything coming along? Hopefully those new assets turned out like you wanted them too. For what it's worth, I'm still REALLY looking forward to playing this beauty! Here's hoping for a release date in the near future.
Hey mate - at this stage all the new creature modelling is complete, we're just finalising all the animations. It's been a long road, but the end is definitely in sight. I'm really looking forward to getting the game out. Thanks for hanging in there
Looking forward to this for a while. Hopefully it doesn't come out before my games finished otherwise mine might not get finished haha.
I hear ya... I think I'd have finished and released at least twice as many games by this point if it wasn't for the constant distraction of PLAYING games
Is there a story to it or is it an endless procedural dungeon? I much prefer the latter to be honest. Have you watched Stargate Universe? The series was discontinued but it centred not on exploration and meeting new species but rather, how the crew interacted with one another. I thought that was great as new species often end up looking humanoid and rather boring but how the ship's crew engaged with each other made the whole series very interesting. I thought perhaps developers should try that in their RPG. Keep the story simple and let players create a team and enjoy how members interact with each other and with the player. Interaction rely heavily on scripted voice acting, which will probably drive production cost up. Examples include: Interaction between team and player: 1) You try to flee from an enemy and the paladin in your team speaks up and goes, "no retreat! To the death!" and your team ends up fighting and getting slaughtered. --> % chance of this happening rather than occuring all the time 2) You attempt to sneak past a guarded hallway and the dwarf fighter in your party suddenly yells, "cheeeeearge!" and you get drawn into battle 3) The magic-user in your team says, "my spider sense is tingling" right before you step over a trap and a fireball comes hurtling at you Interaction between team members: 1) You decide to make a team of three males and one female. Your male teammates will have a % chance to make cat calls or wolf whistles directed at the lone female when you are exploring the dungeon. At the other extreme, you can have male chauvinists or female members hitting on the dark and handsome fighter 2) The rogue snorts in disdain when the cleric prays for divine intervention as the rogue prefers to rely on skill These form of interaction requires a lot of foresight to work, so each character class, gender and race would have dialogues prepared and would have a % chance to act them out when specific triggers are met. This means getting voice actors to prepare lines that should be compatible with classes that might be added in the future. You as the developer will save on not hiring someone to write a story and just focus on getting voice actors. The objective of the game is therefore to enter a dungeon, kill the boss, collect reward. Rinse and repeat. There should be no saving and death is always a possibility. As long as your team doesn't wipe, dead members can be revived in town. Statistics for each character is important. This should't be difficult as the game keeps track of what your character does. Avg. dungeon time (from start to finish), dmg dealt/received/blocked/dodged, no. dungeons survived, types of monsters killed (getting the killing blow on), healing done, traps/chests unlocked etc. After each completed dungeon, a log describing the team's adventure (like minutes of a meeting) is generated and players can post them on the forum etc. The town is all centred on one screen. No pointless moving around. Tap on the blacksmith to access store, inn to get "missions" or hire new members etc. This is how i envisage a contemporary version of the 90s dungeon RPG to be. I see a lot of developer get bogged up in creating a wonderful story, which to me is a waste of time as everyone lacks imagination. It's always you are the hero out to kill the bad guy. You can add in lost father or grandmother but the premise is the same for every RPG out there. Boring. Waste of money hiring someone to write a story. Let the player create their own story.