| View Poll Results: What would you like to see first / is most important for the next Hero Mages update? | |||
| Asnchronous multiplayer |
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27 | 35.53% |
| Full singleplayer (story driven) campaign |
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36 | 47.37% |
| Expansion content support / player-reward system / bonus content |
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13 | 17.11% |
| Voters: 76. You may not vote on this poll | |||
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#181
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Here's a few of my opinions.
I've just played both hero academy and hero mages side by side and I find hero academy boring because one of the main things I like about hero mages is the dice roll animation, for me this really makes the feeling of it being a board game type experience throw in the random spell cards and it's win all the way :-) While I personally prefer to play live online games or skirmish against the AI, I can see how Async will be a good feature for those times you can't find a live game. One thing I kept thinking while playing hero academy was "damn I wish this was blood bowl" lol seems a shame that I've played blood bowl on Nintendo ds and psp but no iOS version to be found :-( Well the main thing I'm waiting for is some new characters to play with (the summoner looks cool) so roll on the updates :-) |
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#182
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It doesn't do anything special in Hero Academy. It just shows exactly the same endgame screen that you would get if your opponent resigned or was defeated according to the regular victory conditions. Note, you don't "claim victory" if your opponent takes too long---it just forfeits him automatically after a certain time.
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#183
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Part 2 of "How to Create an Asynchronous Multiplayer Game" is now live: http://www.indieflashblog.com/how-to...ync-part2.html
Progress is looking really good guys. |
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#184
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Glad the updates looking cool. After playing a few Async games this past week ascension/hero academy etc I'm starting to see the apeal. |
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#185
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Really enjoying the game and I am glad to see all the updates for it. I bought the expansions via your website, so as to support the game even more. Asynchronous is going to be huge for me to be able to play more games. I love the idea that you can go into live mode automatically and then it will switch back to asynchronous.
One thing I really liked in another asynchronous war game was the ability to set the turn time limit when you created a game. I believe it was uniwar that allowed this, and I'm sure others do as well. They had settings anywhere from about a minute up to a week or so. The game would show you the turn time limit in the list of created games. I liked this as if you wanted to play something near live, you could create or choose one with a lower time limit. Although, I will say having just a one size fits all makes for easier game matching, too many options starts to get confusing. |
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#186
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@ooooomonkey - Blood Bowl for iOS, oh hell yes, I've been wanting this for as long as I've had the phone, got the pc version and love it!
To be honest I'd get any Warhammer game, come on Games Workshop show us some love. |
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#187
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You can start a game realtime or async. If you start realtime, you can set a turn time. If all players decide to leave the game and finish later, the game will become async. At this point, turn-time is disabled (you have unlimited time to figure out your next move). However, any player in the game may "drop" another player if that player has not completed their turn in 72 hours. |
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#188
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#189
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#190
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Adobe Developer Connection has featured my postmortem article for Hero Mages on their homepage! I thought you all would appreciate this indepth look at what the development process was like for Hero Mages. Here's the direct link to the article: http://www.adobe.com/devnet/games/p...ero-mages.html
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