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SpellCraft School of Magic

10-27-2011, 09:46 PM
#1
Joined: Jan 2009
Location: Carlsbad, CA
Posts: 136
SpellCraft School of Magic

Since TouchArcade was kind enough to preview our game today I thought I'd start a forum thread about SpellCraft School of Magic.

The preview is here (includes video): http://toucharcade.com/2011/10/27/ap...hool-of-magic/

If you have questions, please post them here and I will try to drop by once a day or so to answer. Please be patient as we are crunching to finish the game right now and are juggling a lot of things at once.

thanks!

Paul O'Connor
Appy Entertainment

Paul O'Connor
Appy Entertainment
dev blog: http://www.appygamesblog.com/
twitter: @Appy
10-27-2011, 09:54 PM
#2
The teaser looks pretty cool, but I would love to see more of the in game interface.

How will the IAP structure work?

Looking forward to this one!
10-27-2011, 10:12 PM
#3
Joined: Jan 2009
Location: Carlsbad, CA
Posts: 136
Quote:
Originally Posted by Arkais View Post
The teaser looks pretty cool, but I would love to see more of the in game interface.

How will the IAP structure work?

Looking forward to this one!
Thanks for your interest!

The trailer really is a teaser, based on the assets we had ready last week when putting together the video. We'll try to release a more comprehensive video when the game is complete. Everything in the teaser is a game asset -- even the circle animation that we use for a couple scene transitions is cribbed from the victory animation used in the spellcasting system.

The game interface all trees off of a single main screen, showing your chamber in the school. From here you can touch doors to go to your nursery (where you raise plants for spell ingredients), your closet (for character adjustment), the dueling quad (multi-player), your magical lab (where you brew spells with the cauldron interface), and the dungeon.

The dungeon experience is based around the maps you see in the video. You touch adjacent rooms to explore them. Touching a room sends you to a screen where you battle a "deck" of monster and hazard cards. If you clear the deck you beat the room and (possibly) collect a treasure or item card.

You fight monsters by selecting a spell for your wand, then use a "golf swing" style mechanic to time the pulse to cast the spell for maximum effect. There is a "rock/paper/scissors" relationship between monster types and our four schools of magic (Earth, Fire, Water, and Chaos) that must be considered in battling creatures.

The IAP system is similar to the one we employed in Trucks & Skulls and FaceFighter Ultimate. You earn gold by playing the game, which you can spend on all sorts of things (get rich slow), or you can purchase gold to accelerate your progress (get rich fast). There's no "pay wall" separating you from the full game experience, and it is possible to play the game without spending real money if that is what you want to do.

We have original art for more than a hundred monsters plus forty or so spells. The trailer does give an accurate sense of the look/feel and theme of the game. SpellCraft sits closer to "casual" than "hard core" on the gaming intensity spectrum.

Paul O'Connor
Appy Entertainment
dev blog: http://www.appygamesblog.com/
twitter: @Appy
10-28-2011, 03:26 AM
#4
Definitively looking forward this game

Is the combat system turn-by-turn or realtime?
10-28-2011, 05:45 PM
#5
Joined: Jan 2009
Location: Carlsbad, CA
Posts: 136
Quote:
Originally Posted by ZappedCow View Post
Definitively looking forward this game

Is the combat system turn-by-turn or realtime?
Combat is turn-based.

When fighting monsters in single-player mode, you load your spell and then tap to time the pulse on your wand to fire the spell with maximum effect.

In multi-player, each player selects a spell. When both players have made their selection, the spells resolve simultaneously, and the players are informed of the result.

Paul O'Connor
Appy Entertainment
dev blog: http://www.appygamesblog.com/
twitter: @Appy