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  #1  
Old 11-09-2012, 01:00 PM
QuantumSquid QuantumSquid is offline
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Default Pylon - ARPG In Development [QuantumSquid Interactive]

Hi all!

Welcome to the official development thread for our ARPG, Pylon.

We want to give the community a voice during the making of this game. So, as we post new content on game design, philosophy, art, balance, story, controls and whatever else over the next few months, please give us feedback!

Here are a few screen shots of the first area players will be fighting in, concept art of some enemies and a couple armor sets, and a 3D render of an NPC. Expect to see more soon!

Thanks guys!

Pylon Game Trailer

Low bandwidth Version | Pop Up


Screenshots and Concept Art













Last edited by QuantumSquid; 06-27-2013 at 01:10 PM.. Reason: Added Game Trailer & New Screenshots
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  #2  
Old 11-09-2012, 01:40 PM
undeadcow undeadcow is offline
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That concept art looks strong. I like the more realistic style and primitive concept in the screenshots. I know it's probably way to early but is there any estimated release timeframe?

Last edited by undeadcow; 11-09-2012 at 01:43 PM..
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  #3  
Old 11-09-2012, 01:59 PM
QSI_Steven QSI_Steven is offline
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Quote:
Originally Posted by undeadcow View Post
That concept art looks strong. I like the more realistic style and primitive concept in the screenshots. I know it's probably way to early but is there any estimated release timeframe?
We are shooting for early part of 2013.

And thanks regarding the art and screenshots! Our artists want to get in here and engage with you guys about that stuff soon, so any comments or thoughts are helpful.
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  #4  
Old 11-09-2012, 02:14 PM
QSI_Lucci QSI_Lucci is offline
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Glad you like it, we spent a good deal of time discussing art styles. If you look at Diablo 2, it is a very dark oppressive game, D3 a little lighter. Then look at Torchlight, the shapes are more pronounced, colors brighter.

With Valve's work on Dota 2, they mention thing like staying away from over-saturation of color, yet having strong color schemes that compliment the overall idea of a character.

We thought it would be cool to have a more mature look, but not on a level that was too dark. Bright colors and an accessible art style.
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  #5  
Old 11-10-2012, 06:29 AM
LOLavi LOLavi is offline
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Looks very nice Looking forward to more info
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  #6  
Old 11-12-2012, 01:42 PM
QuantumSquid QuantumSquid is offline
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Default Pylon Overview

This week marks our 25th week in development. When we set out to make Pylon, there were certain ARPG standards that we wanted to hit that we haven’t fully seen in mobile. Each week when we review our progress as a team, we ask ourselves, is this game fun as a player? We have been trying to let that question guide every decision we make.

Alright, so what does all that mean? (Anything that says “Currently” has been implemented or developed, but everything is subject to change based on future evaluations and your input.)
  • Lots of Gear (Currently: Helm, Chest, Legs, Boots, Gloves, Ring, Amulet, Main-hand, Off-hand).
  • Armor Sets (Currently: 5, more in the future.)
  • Lots of Weapons (Currently: 1-Hand, 2-Hand, Swords, Maces, Dual Wielding, Staffs, Wands etc.)
  • Lots of Gear Affixes (Currently: 25 different affixes.)
  • Flexible Affix System (Currently: Players decide what Affixes go on gear through a gemming system, making armor and weapons almost purely aesthetic.)
  • No Defined “Class” system (A flexible way to play a mage, then a warrior, without having to reroll a new class.)
  • Lots of Abilities (Currently 21 active - 9 passives, split into three unique skill trees.)
  • Enemy Abilities (Something besides basic damage for majority of enemies.)
  • Unique Boss Fights (Currently: Our bosses have 4+ abilities each.)
  • “Elite” enemies (Currently: 11 different types of Elite special abilities.)
  • Random Enemy Spawns (Although levels may not be random-generated, the monster spawns are.)
  • Fast-Paced Action (No slowing the game down to make it feel longer.)
  • Content (Currently: A central town, and 10 levels with 4 completely separate and unique aesthetics. 5th hopefully to come.)
  • Additional Difficulty Levels (Planning on 3.)
  • Lots of Leveling (Currently: Capped at 40.)
  • No Price Wall. Finish the game without forced IAP.

In the future, we plan to post more specific thoughts/plans for the various aspects of the game, but we wanted to get an overview up so that you guys can kind of know what to expect and where we are heading. Things we know we want to discuss soon include:
  • The relationship between our stat system and traditional ARPG class systems.
  • Skill Trees and their Abilities (Strength, Dexterity, Intelligence)
  • Breakpoint Systems - rewarding Stat dedication.
  • Affix categories and how they work with gear.
  • Weapon Bonus synergy with Abilities
  • Health Potion functionality
  • Armor and Reforging Aesthetics
  • Enemy Elites and their functionality
  • Difficulty curves
  • Art Pipeline techniques
  • Systems and Programming Pipelines
  • Story Overview and Short Story Releases in PDF format

Look forward to posts on these subjects, as well as content updates - videos, art, and screen shots. Most importantly, help us out! What matters to you in an ARPG? What would you like to see implemented into Pylon?
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  #7  
Old 11-12-2012, 02:23 PM
vibliribland vibliribland is offline
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You should really add a strong emphasis on defense, not just offense

Look at the souls games (dark souls and demon souls) for inspiration, the focus on defense makes the action extremely tense.

Just focusing on offense just makes the game a drag, Diablo 3 is just a big click fest, you plow though the game.
Defense brings strategy, tension, memorable fights and an feeling of epicness when slaying bosses and elites.

Take it in consideration.

The concept art looks great and a lot of the things in your vision sounds great!

Good luck!
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  #8  
Old 11-12-2012, 02:51 PM
QSI_Lucci QSI_Lucci is offline
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Quote:
Originally Posted by vibliribland View Post
You should really add a strong emphasis on defense, not just offense

Look at the souls games (dark souls and demon souls) for inspiration, the focus on defense makes the action extremely tense.

Just focusing on offense just makes the game a drag, Diablo 3 is just a big click fest, you plow though the game.
Defense brings strategy, tension, memorable fights and an feeling of epicness when slaying bosses and elites.

Take it in consideration.

The concept art looks great and a lot of the things in your vision sounds great!

Good luck!
Hey thanks!

You make an excellent point... We definitely have room to add more abilities, too. So far, in playtests, the need to play defensively is there, because the game is pretty hard right now. It is very easy to die, so using dashes and stuns defensively helps.

We do have a couple raw defensive abilities and passives that we'll go into in further posts, but you're right. Plowing through games is fun and has its place for sure, to keep the pace of the game flowing among other things, but strong defensive abilities that create tension and strategy can't be overlooked either.

For now, know that we have an abilities that revolve around damage absorption, dodge and evasion, dash and charge, sleep, heals, and knockbacks, anti-cc passives etc

Basically a skill tree doesn't necessarily have a strong emphasis on being offensive or defensive, but does have both offensive and defensive moves within them.

Last edited by QSI_Lucci; 11-12-2012 at 02:55 PM..
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  #9  
Old 11-12-2012, 03:49 PM
iharry iharry is offline
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I have both a iPad 2 and iPhone 4S.Can't wait to put my hand on it
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  #10  
Old 11-12-2012, 05:38 PM
QSI_Lucci QSI_Lucci is offline
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Quote:
Originally Posted by iharry View Post
I have both a iPad 2 and iPhone 4S.Can't wait to put my hand on it
Nice! The game loads hi-rez textures for devices that can handle them... pretty sure the iPad2 is on that list.
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