Support our Sponsors:

Go Back   Touch Arcade > Games and Apps > Upcoming iPhone and iPad Games

Reply
 
Thread Tools Display Modes
  #51  
Old 04-25-2012, 05:12 PM
BlaikAwesome BlaikAwesome is offline
Member
iPhone 4, iOS 7.x
 
Join Date: Apr 2012
Posts: 30
Default

Can't wait! I can just never get enough of these games!
Reply With Quote
  #52  
Old 05-07-2012, 04:23 PM
kukulcan kukulcan is offline
Senior Member
 
Join Date: Jan 2009
Posts: 246
Default

While Andreas is busy implementing a level editor (adding, removing and decorating dungeon walls while running through the dungeon is fun) we made a few decision where we are heading. Some might sound a little disappointing for the hardcore RGP crowd, many are just obvious or not very original and most are a mixture of our personal preferences. Even if they are not all hardcore (looter) friendly we think they still offer quite some room for customization and good replay value:

- Game will have a party of four and the plan is to make finding your "teammates" part of the story. So there will be no classical character generation, but every of them has two class pathes so you can either specialize on 4 classes of your liking or go for an 8 class all-rounder party. And no resurrection of PCs, one of them dies = Load saved game.

- There will be quite some weapons, armors and items, but we dont want to send a bunch of pack rats through the dungeons. Instead of changing your weapon every two (dungeon/character) levels they will have upgrade pathes (either light or dark) and every character will through the game own like 1-3 different weapons (with different efficiency in different parts of the world), probably 0-2 shields and 1 armor that he hopefully builds a releationhship with. So the smith will be the most important NPC - although we wont have any weapon degradation.

- The Mage character will be able to choose between dark and light magic or a combination of both. The cleric type will either depend more on the gods or the powers of nature, which both will be very different in efficience depending on the environment. We have some nice ideas for the Thief/Assassin type character, which often is just an afterthought in RPGs. He will be important in combat and puzzle solving (beyond just lockpicking and dagger throwing). In general we are rather aiming for a few dozen meaningful spells and skills instead of a few hundret of which you mostly use the same handful.

- The world will have lots of different locations, from the first hostile city (which in the best case feels a little like a medieval silent hill and that might turn into a safe haven later) through dark woods to cryptas, sewers and dungeons (in the classical sense of prison/torture chamber). It will be a very dark world and so most monsters are creatures of darkness from the dead that wander the streets to creatures that worship the moon or the Shadowkeeper.

- There will be no "random encounters" where the monsters pop up in front of you. Creatures roam the dungeons and outerworld and you can see them coming and need to fight in realtime. We thought long if we want to have "Wiedergangers", which we are usually not very fond of. So we decided that dungeons can be cleaned (by restoring them to their "light state") while the woods will never be a safe place until the end of the game. Traversing the woods will be quite a dangerous (and so an EP-rich) venture every time.

- NPCs and PCs will drive the story and there will be a very basic dialogue system, some simple "fetch quests" and a touch of Point&Click adventure. Some minor decisions can be made story wise, but your goal is to fight the darkness, not to join it...even if you might to a certain degree decide to use it's own weapons.

- The Shadowkeepers Lair will be the central dungeon which is rather puzzle oriented like LoG but with many puzzles based on light and darkness. Players can either clear it level by level throughout the game or complete the whole dungeon at the end. The other dungeons will have puzzles too - whereever they fit the settings - but these will mostly give you extra items, spells, skill boosts or achievements.

- As this is an iOS game from the start there will be quite some achievements and leaderboards too, which will cover long term stats and specializations as well as some rather "local" competitions. We know the question of (cooperative) multiplayer and level editor will sure come up and we can say "Absolutely, definetily...if the game is successful enough to justify investing more time". We might have some interesting stuff about this in our official press release later this month.

And the answer to the next question: No InApp purchases for items, ingame credits etc. Everybody has to beat the game with what he finds in the dungeons. We might add content after release, maybe a new sidestory or addendum with new dungeons. But that will be on top of the 12-15h we target for one walkthrough of the base game and wont happen before we have told the original story.

Last edited by kukulcan; 05-08-2012 at 12:04 AM..
Reply With Quote
  #53  
Old 05-07-2012, 06:39 PM
macatron macatron is offline
Senior Member
 
Join Date: Sep 2009
Posts: 419
Default

Quote:
Originally Posted by kukulcan View Post
While Andreas is busy implementing a level editor (adding, removing and decorating dungeon walls while running through the dungeon is fun) we made a few decision where we are heading. Some might sound a little disappointing for the hardcore RGP crowd, many are just obvious or not very original and most are a mixture of our personal preferences. Even if they are not all hardcore (looter) friendly we think they still offer quite some room for customization and good replay value:

- Game will have a party of four and the plan is to make finding your "teammates" part of the story. So there will be no classical character generation, but every of them has two class pathes so you can either specialize on 4 classes of your liking or go for an 8 class all-rounder party. And no resurrection of PCs, one of them dies = Load saved game.

- There will be quite some weapons, armors and items, but we dont want to send a bunch of pack rats through the dungeons. Instead of changing your weapon every two (dungeon/character) levels they will have upgrade pathes (either light or dark) and every character will through the game own like 1-3 different weapons (with different efficiency in different parts of the world), probably 0-2 shields and 1 armor that he hopefully builds a releationhship with. So the smith will be the most important NPC - although we wont have any weapon degradation.

- The Mage character will be able to choose between dark and light magic or a combination of both. The cleric type will either depend more on the gods or the powers of nature, which both will be very different in efficience depending on the environment. We have some nice ideas for the Thief/Assassin type character, which often is just an afterthought in RPGs. He will be important in combat and puzzle solving (beyond just lockpicking and dagger throwing). In general we are rather aiming for a few dozen meaningful spells and skills instead of a few hundret of which you mostly use the same handful.

- The world will have lots of different locations, from the first hostile city (which in the best case feels a little like a medieval silent hill and that might turn into a safe haven later) through dark woods to cryptas, sewers and dungeons (in the classical sense of prison/torture chamber). It will be a very dark world and so most monsters are creatures of darkness from the dead that wander the streets to creatures that worship the moon or the Shadowkeeper.

- There will be no "random encounters" where the monsters pop up in front of you. Creatures roam the dungeons and puterworld and you can see them coming and need to fight in realtime. We thought long if we want to have "Wiedergangers", which we are usually not very fond of. So we decided that dungeons can be cleaned (by restoring them to their "light state") while the woods will never be a safe place until the end of the game. Traversing the woods will be quite a dangerous (and so an EP-rich) venture every time.

- NPCs and PCs will drive the story and there will be a very basic dialogue system, some simple "fetch quests" and a touch of Point&Click adventure. Some minor decisions can be made story wise, but your goal is to fight the darkness, not to join it...even if you might to a certain degree decide to use it's own weapons.

- The Shadowkeepers Lair will be the central dungeon which is rather puzzle oriented like LoG but with many puzzles based on light and darkness. Players can either clear it level by level throughout the game or complete the whole dungeon at the end. The other dungeons will have puzzles too - whereever they fit the settings - but these will mostly give you extra items, spells, skill boosts or achievements.

- As this is an iOS game from the start there will be quite some achievements and leaderboards too, which will cover long term stats and specializations as well as some rather "local" competitions. We know the question of (cooperative) multiplayer and level editor will sure come up and we can say "Absolutely, definetily...if the game is successful enough to justify investing more time". We might have some interesting stuff about this in our official press release later this month.

And the answer to the next question: No InApp purchases for items, ingame credits etc. Everybody has to beat the game with what he finds in the dungeons. We might add content after release, maybe a new sidestory or addendum with new dungeons. But that will be on top of the 12-15h we target for one walkthrough of the base game and wont happen before we have told the original story.

Sounds pretty sweet if you ask me!! Definitely a fresh spin on the genre. :-) Looking forward to it!!
Reply With Quote
  #54  
Old 05-08-2012, 06:42 AM
LazyGamer LazyGamer is offline
Senior Member
iPad 2, OS 4.x
 
Join Date: Sep 2011
Location: Kiel, Germany
Posts: 290
Default

Quote:
Originally Posted by kukulcan View Post
Even if they are not all hardcore (looter) friendly we think they still offer quite some room for customization and good replay value:
I dont care that much about hardcore...loved Dark Meadow, if this is only a little longer and has some more roleplaying elements, I am fine (I even forgave them their random monsters, which in Descent I found strange on the other hand).

Get the game out - not that I am for rushed games - but no need for the Skyrim of Beholder remakes if that means a 2014 release date. Get some dungeons done and let me beta test this.

Last edited by LazyGamer; 05-08-2012 at 06:54 AM..
Reply With Quote
  #55  
Old 05-08-2012, 07:01 AM
undeadcow undeadcow is offline
Senior Member
iPod Touch (5th Gen), iOS 6.x
 
Join Date: Dec 2010
Location: Houston, TX
Posts: 9,035
Default

Looking forward to the game; those points sound appealing.
Reply With Quote
  #56  
Old 05-09-2012, 04:16 AM
kukulcan kukulcan is offline
Senior Member
 
Join Date: Jan 2009
Posts: 246
Default

Thanks for the positive feedfack

Our twitter account has just hatched: https://twitter.com/#!/wargbyte

We'll try to tweet daily instead of pushing this thread too often - so the mods won't get angry with us.
Reply With Quote
  #57  
Old 05-09-2012, 06:32 AM
Edmilan Edmilan is offline
Senior Member
iPhone 6, iOS 8.x
 
Join Date: Dec 2011
Location: Philippines
Posts: 1,100
Default

Followed on twitter
Reply With Quote
  #58  
Old 05-24-2012, 07:56 AM
kukulcan kukulcan is offline
Senior Member
 
Join Date: Jan 2009
Posts: 246
Default

Sorry for no updates lately, but we are really busy implementing a toolchain to get our assets into the Editor (and so in the game). As we don't use a ready to use engine like Unity building the infrastructure really takes us some time.

Reading the "Forgotten Memory" thread and them not supporting lower than A5 devices (which I can understand if the lighting is an integral part of the gameplay) I thought I share our plans and latest info from programmer Andreas on performance:
Per object we will have a maximum of 4 soft shadow casting lights on iPhone 4S and iPad 2/3. All Devices below (3GS minimum requirement) will either have less lights casting shadows or will cast hard shadows (probably the second, as quite some puzzles will be centered around light). Or maybe AO will be removed for slower devices.
iPhone 5/iPad 4 - we'll see, there are always options to increase visual splendor when it comes to volumetric fog and particle effects

On the gameplay side, we have a clearer vision on how the characters use their abilities. There will be the classic EotB controls where you touch the sword and the character attacks or you get a spell list when touching the mage's magic wand/scroll.

And there will be swipe controls where you use gestures to attack or block when in close combat. In ranged combat the guesture controls will switch to the thief/ranger and mage characters. The one can use ranged weapons and some special moves that are beyond what this style of game usually allows. The mage will have abilities that are basically magic but not of the "choose spell from list" type, rather very direct, mostly defensive magic like swiping away missiles or knock enemies off their feet with telekinesis, building an instant but short-duration magic shield or maybe cast a slowdown spell onto an incoming fireball.

Depending on how much you prefer classic controls or the more action-packed style you can concentrate on developing either your standard spells/stats or these special abilities.
Reply With Quote
  #59  
Old 05-24-2012, 03:42 PM
macatron macatron is offline
Senior Member
 
Join Date: Sep 2009
Posts: 419
Default

Wow! This just keeps on sounding better and better!!! Will you be posting up any new screenshots or video clips here soon?? I can't wait to play this!!
Reply With Quote
  #60  
Old 05-25-2012, 08:16 AM
LazyGamer LazyGamer is offline
Senior Member
iPad 2, OS 4.x
 
Join Date: Sep 2011
Location: Kiel, Germany
Posts: 290
Default

I love it, just announced without any gameplay available and people ask for it to come out tomorrow or better get it today
Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 2012, TouchArcade.com, LLC.

Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.
Copyright 2008 - 2011, TouchArcade.com. Privacy Policy / DMCA Copyright Agent