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  #111  
Old 07-06-2012, 05:46 PM
Ausar Ausar is offline
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Originally Posted by AlexsIpad View Post
I won't mind too much if it is, but I hope it's not like infinity blade controls where you tap and watch them walk, I just think that gets very boring and repetitive very quickly. Also, will it be able to run on my iPad 1 in the first place??
actually in the gameplay video a few post back it looks like is free roaming only just tapping but you do actually control the movement
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  #112  
Old 07-06-2012, 05:51 PM
AlexsIpad AlexsIpad is offline
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Quote:
Originally Posted by Ausar View Post
actually in the gameplay video a few post back it looks like is free roaming only just tapping but you do actually control the movement
Oh yes, looks very different to anything I've seen actually, interested to see what it's like to play.
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  #113  
Old 07-06-2012, 08:15 PM
MungeParty MungeParty is offline
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Quote:
Originally Posted by Ausar View Post
actually in the gameplay video a few post back it looks like is free roaming only just tapping but you do actually control the movement
We've experimented with a lot of different control schemes. At one point you could either tap anywhere to autorun and pathfind to that spot, or pres and hold to run in that direction. Turning around was a bit cumbersome sometimes and it had more of a dungeon crawler gauntlet feel rather than the classic action game feel we were hoping for so we scrapped that and went with a v-pad style of control where you slide in the direction you want to run and the camera just follows. It's essentially an unhinged dynamic v-stick (just not drawn on-screen) with some subtle modifications to make it feel smooth. You have full control over your movement both in and out of combat, including run and dodge.

As for combat controls, once you get it in your hands and figure out all the different combat abilities, I think it will make perfect sense why we went with this style of input. It feels pretty good to me (and we're not covering the screen with a bunch of virtual buttons, which is a plus), but I'm interested to hear what people thing once they get a chance to play it.
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  #114  
Old 07-06-2012, 09:24 PM
Ausar Ausar is offline
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Quote:
Originally Posted by MungeParty View Post
We've experimented with a lot of different control schemes. At one point you could either tap anywhere to autorun and pathfind to that spot, or pres and hold to run in that direction. Turning around was a bit cumbersome sometimes and it had more of a dungeon crawler gauntlet feel rather than the classic action game feel we were hoping for so we scrapped that and went with a v-pad style of control where you slide in the direction you want to run and the camera just follows. It's essentially an unhinged dynamic v-stick (just not drawn on-screen) with some subtle modifications to make it feel smooth. You have full control over your movement both in and out of combat, including run and dodge.

As for combat controls, once you get it in your hands and figure out all the different combat abilities, I think it will make perfect sense why we went with this style of input. It feels pretty good to me (and we're not covering the screen with a bunch of virtual buttons, which is a plus), but I'm interested to hear what people thing once they get a chance to play it.
Now this sounds great so the movement would be something similar to dead space on ios? but then again you right about have a bounch of virtual buttons would on the screen it wouldn't look nice

Edit: one more thing does the ios like iphone 4s, ipad 3 and 2 will have all the effects like the tegra?

Last edited by Ausar; 07-06-2012 at 09:36 PM..
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  #115  
Old 07-10-2012, 07:08 AM
himmatsj himmatsj is offline
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I signed up via Twitter a couple of weeks back already, but I'm just curious as to when can we expect the game to land in our hands?

Edit: I refer to the beta.
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  #116  
Old 07-10-2012, 08:32 AM
megasiech megasiech is offline
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Quote:
and we're not covering the screen with a bunch of virtual buttons, which is a plus)
a plus is when you covering the screen not with the fingers..( tap here tap there )..if you made it like dead space... it will be fine
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  #117  
Old 07-10-2012, 09:19 AM
refurb82 refurb82 is offline
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I've been pumped for this game for... i dunno... half a year now... check regularly to see if anything is imminent. Cannot wait for it! Looks great guys!
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  #118  
Old 07-12-2012, 02:36 PM
professorzu professorzu is offline
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Quote:
Originally Posted by refurb82 View Post
I've been pumped for this game for... i dunno... half a year now... check regularly to see if anything is imminent. Cannot wait for it! Looks great guys!
Thanks! We can see the light at the end of tunnel. Will update this thread as soon as we know.
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  #119  
Old 07-12-2012, 02:38 PM
professorzu professorzu is offline
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Quote:
Originally Posted by Ausar View Post
Now this sounds great so the movement would be something similar to dead space on ios? but then again you right about have a bounch of virtual buttons would on the screen it wouldn't look nice

Edit: one more thing does the ios like iphone 4s, ipad 3 and 2 will have all the effects like the tegra?
Which effects are you referring to?
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  #120  
Old 07-12-2012, 03:06 PM
Ausar Ausar is offline
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Quote:
Originally Posted by professorzu View Post
Which effects are you referring to?
well i was saying is the tegra version will have special exclusive effects like others games and if those will be included in the a5 or a5x, or does the game is the same in all platforms?
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