King Cashing 2 by Productions Multimage
The official topic for the game is now up: http://forums.toucharcade.com/showthread.php?t=179812
I'll be answering questions over there so if you want to know anything about the game, don't hesitate to ask in that topic!
Also, here's the official promo video for King Cashing 2:
--- Release date ---
King Cashing 2 now has an official release date: February 28th! We'll keep you posted as the release gets nearer!
--- Old info ---
THIS POST WAS ORIGINALLY POSTED 6 MONTHS AGO. PLEASE CHECK THIS REPLY FOR THE LATEST INFO: http://forums.toucharcade.com/showth...73#post2680173
King Cashing 2 has been in development for a while now and it's finally coming up together. For now I want to point out some of the design ideas and decisions backing the current features of King Cashing 2.
The first King Cashing used simplistic graphics. Our goal was to make it look like a slot machine. It had to feel like someone modified a real machine to include RPG rules. I think we managed to fulfill that goal, but in retrospect it was a bad idea. One of the main problems was that 3 different people worked on the graphics. One did the pixel art, another did the UI and another one did the enemies and map. This made it hard to make everything fit together. And the other problem is that it looked too much like a slot machine. It didn't help when sending previews because it was thought as just another slot machine game.
In King Cashing 2, only one person is making all the graphics. (It's the same guy that did the enemies) And this time we want the game to be much more visually appealing. It's going to be a game first and a slot machine second. Apart from the spin button and the reels it won't look like a machine at all. We will show a party member during battle as well as the enemy. And they'll both use a huge section of the screen. This will give a much better sense of battle. The symbols are still going to be in pixel art since this fits well in the reels. But everything else will be drawn and the general feel will be much better. Also, it'll support iPad's retina to get the maximum out of graphics.
Telling a story
Many people were happy that King Cashing 1 didn't feature a story since it was mostly a touch and play game. There was no need for a reason to fight. But many people also wanted a story. This was, and still is a recurring comment in the ratings. Personally, I'm the kind of person who wants the story kept to a minimum. I must admit that when I try a new game, if there's any introduction, I actively look for a skip button. We're talking about portable, on-the-go games and I have no time to invest myself in a story. BUT, we also didn't want the game to have no story like the first one. So we had to find a way to include a story without bothering those who do not want one. And for me, using a skip button is one step too much. So we found a way to tell a story in a totally optional way. It's right there at all time, but you do not need to concentrate on it in any way. It might sound strange but you'll understand when you see some screenshots in some weeks. But anyway, King Cashing 2 features a "raison d'Ítre" that should help people who want a story get through the game in a less mindless way.
I do not want to spoil too much, but the game now takes place in the present time. The King is still there, back from the grave and now has a larger army by his side. His motivation? Cashing out more gold, and the occasional brain. I guess we could say this is a zombie game but the emphasis is not put on that aspect. We do not want to be labelled as just another zombie game, like King Cashing was labelled as just another slot machine game.
We won't remove what made King Cashing fun. The core mechanics will be the same. There are some small changes to allow some weapons to have special effects like slowing down the reels for example. Also, some enemies might fight back but this will be in a very simplistic way like removing your attacker from the reel or stuff like that. The King and his army do not have HP since the cherries are still the indicator for your health.
In King Cashing 2, it will be possible to equip party members. Like the weapons, you can equip 3 party members at once. The game will feature 6 party members to choose from. Each party member will have their own set of weapons to do criticals with. Each party member will also have a unique feature. This whole system will allow more than 100 party combinations.
There will be much more loot in this game compared to King Cashing 1. Each party member will have at least 35 weapons for their class and each of these weapons will have a quality indicator, like before. There will also be bonus items that modify the drop rates of certain items. This means you'll be able to equip bonuses that will make melee weapons drop more often, for example. Other bonuses will boost the level of your party members. The old bonuses will also be returning for those seeking gold and experience. And since the game takes place in the present time, the weapons will feature guns, melee weapons, animals (yes, cats) and much more.
King Cashing 1 had 1 world. King Cashing will have at least 4 worlds at launch. The first world won't be too long since it acts as an introduction, but starting from world 2 they will be about as half long as King Cashing 1, each. The worlds will feature battles as usual but also shops, chests and more!
I wanted King Cashing 1 to have chip tunes because the game looked like an old machine and also because I love chip tunes. But since King Cashing 2 will feature a more graphic experience, chip tunes are out of the question. So we hired another guy to make all the music for the game and we are blown away by what he did. While King Cashing 1 featured 4 different tracks, King Cashing 2 more than doubles that. We now have a main theme, one idle and one battle track for each of the worlds and an epic boss battle song. The music will fit with the new graphics to give a very nice experience during the whole game.
Here's a preview of one of the track, released on 2012-09-28
What's left to do
King Cashing 2 still has a little way to go before release. Some screens have not been designed and programmed yet. But soon the whole basic structure will be completed: Game selection, World selection, Level selection, Battle and Equipment. Once these are done, all the levels will be integrated and the balancing and testing will start while the rest is being done. From that point on, it'll go quite fast.
When I look at what is done, I'm very proud of where this project is going and I can't wait to hear the comments from the players. We are definitively bringing King Cashing to the next level!
Last edited by multimage; 02-27-2013 at 09:07 AM..