★ TouchArcade needs your help. Click here to support us on Patreon.

Dragon's Watch - A battle RPG - Dev updates

01-13-2017, 05:39 AM
#1
Joined: Jan 2017
Location: London.
Posts: 14
Dragon's Watch - A battle RPG - Dev updates

Hey TouchArcade community.
You may have seen the announcement about our game, Dragon's Watch, the other day on TA's front page, so now its no longer a secret, we can actually talk about it!

In case you missed it in the news article, here's the trailer.


Rather than just throw a load of features right into your face and be done with it, we thought it may be more useful over the coming days and weeks to go over features in more detail.
There are a few reasons for this, firstly a list of features is just that, we don't want to make our game just a tick list and say "Here, this is what it is". It means more to us than that.
Secondly, we figure it may be interesting for you guys, to see what's going into the game in a bit more depth.
Finally, and most importantly, you guys are gamers. We're making the game for you, and we want your feedback as we go. It'll help make our game the best it can be.

My name is Squize and I'm the combat engineer on the game, there's no one from marketing talking to you here, it's the actual guys who are working on the game day in, day out. We want you guys to ask questions, and If you have a question I can't answer, then one of the other guys from dev or art will pop on here and answer it for you.

And I think that's enough for an opening post. We're really looking forward to being active members of the community here and getting to know you all.

Squize / The Secret Police

PS. Check our sig for links to the Dragon's Watch site. There's a rumour that signing up there will give you extra gems once the game has launched, but lets just keep that our secret for now.

Who we are thesecretpolice.org
What we make dragons.watch
01-20-2017, 05:36 AM
#2
Joined: Jan 2017
Location: London.
Posts: 14
The mechanics of combat

I wasn't planning to leave it quite so long between posts, but we've got the game to make so here we are, Friday again.

Lets give combat a brief overview.


A typical day at the office

Your team is made up from 6 heroes, out of a pool of more than 500, with various skill sets, such as Warrior, Battle Caster, Berserker and Tanks. Through summoning, including rare summons, and fusing / evo-ing your heroes you'll be able to tailor your squad to specific battles.


Select your team

Combat itself is turn based, you perform your attacks with your "front line" ( More on that below! ) and then your opponents perform their attacks, battling your way through every wave in a level. All pretty standard stuff, but the twist in Dragon's Watch is the control method which also has a huge impact on game play, it's fundamental to it.


I'm so after your bootiful motherlode

For controls, we have introduced the concept of the "Revolver". Much like the click wheel on an iPod, it lets you rotate your heroes around so you can position them to attack. It's multi-purpose, it lets you position your team ( Within the circle you set up in team select ), trigger attacks and also trigger special moves ( But that's a post for another day ) all one handed.

This allows you to apply more strategy to your turns. Got a hero who has a low defence but a high attack ? You may want to keep them safely at the back until the end of the wave to get that final critical hit. Or maybe you've got a Tank character who will jump in the way of attacks, so he can protect that hero who will restore health to the entire team.

Speaking of health, I mentioned the "front line" above. Your heroes to the right of the revolver are the ones who can attack, the ones on the back get the chance to heal between turns ( And are immune from all normal attacks ). If one of your heroes gets hurt from an opponents attack, move them to the back so they can recover. This gives a real ebb and flow to battles that feels much better when actually playing than I can describe it

There's loads more to combat, but I think this is becoming too much of a wall of text, so any questions please fire them over, and we'll be back soon with more details about the game.

Cheers,

Squize / TheSecretPolice

Who we are thesecretpolice.org
What we make dragons.watch

01-27-2017, 09:38 AM
#3
Joined: Jan 2017
Location: London.
Posts: 14
Hey guys,

We're all pushing so hard for launch that I'm thinking a slightly shorter update this week, but it's going to be a cool one.


Ok, no need to shout, we can all see you

Lets talk bosses. Bosses in a game are the cheese on your burger aren't they.

We currently have 7 really different regions in the game ( You're looking at Filchitt Forest there, which is the first region ) and at the end of each is a dragon egg you've been sent to reclaim.
The only snag ? Each one is guarded by a boss. That Troll King there, he's just the smallest, weakest, boss you'll meet along the way. Yep, we're going big with the bosses.

Stun him enough though, and you'll perform a pretty awesome team attack to finally take him down.


This is how we roll with trolls

As always, please feel free to ask any questions about anything you've seen from Dragon's Watch so far, have a great weekend and we'll speak to you all again soon.

Squize / TheSecretPolice

Who we are thesecretpolice.org
What we make dragons.watch
01-27-2017, 09:55 AM
#4
Joined: Jul 2013
Location: Europe, CET
Posts: 2,912
You had me at the medieval church window style image on the video.
You lost me at ">500 Heroes". Geez, talk about overkill
Oh, and can you please remove or make static the animated gifs in your last post?
Especially the boss one gave me a huge headache and made me dizzy and nauseous. And I don't even have epilepsy or other nasty stuff where something like this can really blow you up.
01-27-2017, 10:15 AM
#5
Joined: Jan 2017
Posts: 1
Troll boss looks badass <3
02-02-2017, 04:10 AM
#6
Joined: Jan 2017
Location: London.
Posts: 14
Thanks Jiina

Hey NullZone, it's 501 characters now I think
What we're aiming for is for you to get a personal attachment to your team members. Yeah some of the lower ranking ones will just be fusion fodder ( It's the nature of these kinds of game ) but we want you to stick with and evolve your characters to take them along with you.

Because we've got a lot of choice it just means we're giving the player lots of choices, some people like collecting as many heroes as they can and trying them all out, others ( Me personally too ) like getting a little core team together and improving them.

Thanks for the feedback guys.
( Oh and less gifs, got it )

Squize / TheSecretPolice

Who we are thesecretpolice.org
What we make dragons.watch
02-02-2017, 08:07 AM
#7
Joined: Jan 2017
Location: London.
Posts: 14
So a bit of information on the characters themselves - in Dragon's Watch, each hero has a character card:



This shows the stats for Valeria, one of the first characters you'll encounter, as well as her unique abilities. She's a 'light' element character, which means she has a strong attack against 'dark' enemies - but they also have a strong attack against her. Valeria's a berserker, so she's really geared towards powerful attacks.

She has a special move, which is powered up by collecting Mana in combat. Valeria's is an attack move, the Elemental Burst. She's also got a leader skill - 'Battle Rage' - which applies when you make her the leader of your squad. Valeria's leader skill boosts attacks still further. Finally, her 'Enrage' skill boosts her attack still further when she's low on health.

Each character has a unique set of stats and skills - some work great in some situations, and in partnership with other heroes, but are less effective against certain enemies.

Finally - this particular Valeria card has been powered up with a Rune - but that's for another time.

We'll be talking more about characters and strategies in the future - Valeria's my favourite character to lead a squad early in the game - but there are a bunch of others to choose from, depending on your play style.

More soon!

Harry / The Secret Police

Who we are thesecretpolice.org
What we make dragons.watch
02-02-2017, 09:15 AM
#8
Joined: Jun 2011
Posts: 6,534
This looks right up my alley!
02-08-2017, 05:11 AM
#9
Joined: Jan 2017
Location: London.
Posts: 14
Hi everyone!

My name is Gina and I’ll be giving you updates about the art side of the game.
Today i want to talk a little bit about our process for building environments and the different regions that you’ll be able to explore and discover in Dragon’s Watch.

Currently we are aiming to build 14 different regions across the world of Kagria, each jam packed with many different levels for you to play through.
Each of our regions has a unique theme and we’ve really tried to make them feel as distinct from one another as possible. You’ll be seeing Haunted Castles, Pirate Bays, Labyrinths, Icy Caves and Gloomy Swamps, and thats not even half of them!

So, how do we make these worlds?

We start each region with some very rough concept art so that we can really get a feel for what we want in that region before spending time on the in game assets.



Each of our environments is being built in a modular fashion with various layers that give us a really nice parallax effect and sense of depth when we scroll the camera around in the game. Essentially what this means is that we’re creating many different pieces which we put together to form the levels, kind of like dressing a stage with a whole lot of different props.
Our main ground pieces are all tileable and we’ve made them in a way so that they don’t only tile among themselves but also stitch perfectly with each of the other tiles in that level. Building levels in this way means that there’s a lot more planning involved than simply drawing what we want, but it gives us a lot of flexibility when creating new levels and it lets us work in a way that's really optimal, which in turn means that we have a very smooth running game that won't take up too much space on your phone or tablet ^_^

Here’s an example of the modular pieces we would use to build a region-



Finally, here are some pictures showing what the final level looks like in game.



I hope that you found this post insightful and if you have any questions please feel free to ask!

Gina / The Secret Police

Who we are thesecretpolice.org
What we make dragons.watch
02-09-2017, 10:30 AM
#10
Joined: Jan 2017
Location: London.
Posts: 14
Quote:
Originally Posted by Amenbrother View Post
This looks right up my alley!
@Amenbrother sorry i missed your post the other day! I'm glad you're excited about the game, keep watching this space!

Gina / The Secret Police

Who we are thesecretpolice.org
What we make dragons.watch