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  #1  
Old 07-22-2014, 12:25 AM
joew joew is offline
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Default Empyrios: Prophecy of Flame



Hey everyone! I'm Joe the Producer/Engineer at Creoterra, an indie studio in Toronto. I posted about our upcoming turn-based tactical strategy RPG last week but we have renamed the title so I wanted to show our work, some new screens, and explain some features and gameplay.

Empyrios is our upcoming tactical strategy RPG set in a fantasy world that we have lovingly crafted. The core focus is on combat between two squads, which takes place on a hex grid in turn based fashion. There are over 50 uniquely designed environments full of obstacles and varying terrain, each requiring a completely different strategy to defeat your enemies.

The world of Borealis is divided into two warring factions, each comprised of four unique races. Each race has five distinct character units such as magic users, hardened warriors, assassins, support and healing classes, and hybrids with a mix of skills.



Each unit has three unique abilities such as melee attacks, area of effect magic spells, resurrection spells, setting traps, buffs and debuffs, and many others. This gives you a total of 120 distinct abilities with which to command your squad’s tactics in battle.



When a unit is selected you are shown the available tiles on the grid that it is able to move to (white), or use an ability (red for attack/debuffs, blue for healing/buffs), depending on what you have selected on the action bar.



Between battles you can customize your units in order to fit your play style and build new strategies. These can range from small bonuses to damage and healing, boosting health and power, reducing power costs on abilities, or adding additional effects such as stuns and life drains. This allows you to have two or more of the same unit on the battlefield, each with slightly varied stats and skills.



There are a variety of game modes including two full campaigns (one per faction), local multiplayer, and online multiplayer where you can play unranked matches against friends or compete in ranked matches in various leagues while tracking your progress on the leaderboards. There is also a practice mode that plays like local multiplayer but against bots, where you either customize the team your playing against, select a default, or have it choose randomly.

You will also find a vast amount of unlockables including profile backgrounds and emblems, team colours, and of course achievements. The game is cross platform so your campaign progress, custom squads, and unlockables will be available whether you are playing on an iPad or a computer as long as you’re connected online.

You can check out more on our site: Creoterra
Visit us on Facebook
Follow us on Twitter

And of course some screenshots below:












Last edited by joew; 07-24-2014 at 07:19 AM..
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  #2  
Old 07-22-2014, 05:02 AM
Ayjona Ayjona is offline
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Is online multiplayer asynchronous?
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  #3  
Old 07-22-2014, 05:20 AM
joew joew is offline
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Quote:
Originally Posted by Ayjona View Post
Is online multiplayer asynchronous?
Yes online multiplayer is played asynchronous

Although on that note we have a second online mode in development that we may have in addition to purely asynchronous, but as it's still deep in development and testing it may not be something we want to include.

Last edited by joew; 07-22-2014 at 05:23 AM..
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  #4  
Old 07-22-2014, 05:50 AM
Ayjona Ayjona is offline
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The game looks smashingly stunning, by the way!

Quote:
Originally Posted by joew View Post
Yes online multiplayer is played asynchronous

Although on that note we have a second online mode in development that we may have in addition to purely asynchronous, but as it's still deep in development and testing it may not be something we want to include.
The ideal async implementation is nearly always to allow players to remain in-game after submitting turns, and only have the async mechanics kick in when a players closes the client/logs out/etc (instead of forcing them out to a lobby/menu after every turn, something very few async titles do these days, luckily). In this way, players can effectively enjoy the game as a realtime title if they wish.

(See Carcassonne and Playdek titles for these mechanics in motion. And see Carcassonne for inspiration in nearly all things async in general )

Coupled with an option for realtime only matches (or async games with really short turns lengths) for the impatient, you CAN actually accomodate just about everyone
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  #5  
Old 07-22-2014, 06:00 AM
yUlek yUlek is offline
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This is looking great! Any info about Android release?
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  #6  
Old 07-22-2014, 06:02 AM
joew joew is offline
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Thanks for the complements

The async mechanic you mentioned is actually the exact way we have it implemented in online multiplayer. Also if you just submitted your turn and you're waiting for your opponent, if a turn from one of your other active games is ready you'll receive a notification in game so that you can jump into that one while you wait.

The other mode I mentioned that we're testing is realistically exactly like our current async implementation, but with a turn timer (i.e. think chess tournament). Although as I mentioned that is still in heavy dev/testing and we may decide not to include that mode. Also as noted it would be a secondary mode strictly to complement the main async multiplayer.

Also I definitely agree with you on Carcassonne really nailing async quite well!

Last edited by joew; 07-22-2014 at 06:09 AM..
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  #7  
Old 07-22-2014, 06:03 AM
joew joew is offline
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Quote:
Originally Posted by yUlek View Post
This is looking great! Any info about Android release?
yUlek this is something we're looking at, and we do actually have a working build on Nexus tablets, but we haven't made any concrete plans/dates/announcements regarding Android at this time. Right now we're concentrating on our main platforms (iPad/PC/Mac) for release and after that we'll start looking at other things. I apologize that I can't really give you a better answer. Thanks for the comment!
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  #8  
Old 07-22-2014, 06:11 AM
Ayjona Ayjona is offline
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Quote:
Originally Posted by joew View Post
Thanks for the complements
I was actually surprised to see such polished graphics in an indie product (though the graphics is not all that looks goods about the game). I was looking at screenshots of Divinity: Original Sin just before, and to my eye the difference is not enough to justify the great mobile-desktop hardware divide

Quote:
Originally Posted by joew View Post
The async mechanic you mentioned is actually the exact way we have it implemented in online multiplayer. Also if you just submitted your turn and you're waiting for your opponent, if a turn from one of your other active games is ready you'll receive a notification in game so that you can jump into that one while you wait.
Yes, this is another one of my favourite async features. Together with push notifications that open up matches directly instead of bringing the player to a lobby (something you'd think every single async title would have, but some high-profile releases like Starbase Orion still do not, and the upcoming and otherwise extremely exciting Star Realms also don't), this is about all the player needs for taking turns quickly, conveniently and comfortably.

Quote:
Originally Posted by joew View Post
The other mode I mentioned that we're testing is realistically exactly like our current async implementation, but with a turn timer (i.e. think chess tournament). Although as I mentioned that is still in heavy dev/testing and we may decide not to include that mode. Also as noted it would be a secondary mode strictly to complement the main async multiplayer.
As a complement to the main mode, I think it would be a great asset for competitive online multiplayer.

Quote:
Originally Posted by joew View Post
Also I definitely agree with you on Carcassonne really nailing async quite well!
This is all I need to hear from a dev to know that the multiplayer part follows my kind of design philosophy. I look forward to telling other devs that Empyrios is one of the titles to go to for inspiration
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  #9  
Old 07-22-2014, 06:20 AM
yUlek yUlek is offline
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Quote:
Originally Posted by joew View Post
yUlek this is something we're looking at, and we do actually have a working build on Nexus tablets, but we haven't made any concrete plans/dates/announcements regarding Android at this time. Right now we're concentrating on our main platforms (iPad/PC/Mac) for release and after that we'll start looking at other things. I apologize that I can't really give you a better answer. Thanks for the comment!
Hoping for future android release then, good luck
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  #10  
Old 07-22-2014, 06:26 AM
joew joew is offline
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Quote:
Originally Posted by Ayjona View Post
I was actually surprised to see such polished graphics in an indie product (though the graphics is not all that looks goods about the game). I was looking at screenshots of Divinity: Original Sin just before, and to my eye the difference is not enough to justify the great mobile-desktop hardware divide
Thanks again for the comments! We've actually been working on this title longer than I'll ever admit. We started out with a very high standard of quality that we set and wouldn't dream of releasing until we hit that. Also note that in regards to graphics I actually test the game on an original iPad daily as my main test device to make sure that it runs smooth on all device versions.

Quote:
Originally Posted by Ayjona View Post
As a complement to the main mode, I think it would be a great asset for competitive online multiplayer.
This was actually our exact reason for starting to build and test that mode. We set up an in-house tournament while testing and it was just something we thought would be a benefit in tournaments and more competitive play.

Quote:
Originally Posted by Ayjona View Post
This is all I need to hear from a dev to know that the multiplayer part follows my kind of design philosophy. I look forward to telling other devs that Empyrios is one of the titles to go to for inspiration
Thanks again for the kind words
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