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04-02-2011, 08:33 AM
Joined: Nov 2010
Location: UK
Posts: 409
Just to fill anyone in that has been patiently waiting for this update to Lead Wars, v1.1 has now been submitted to Apple and should be available next week!

So you can look forward to finally playing the CPU, creating your own maps and playing/sharing them online, all with the new configurable 'Action limit' rule system! Big thanks to those who helped decide on the new rule system - I think you'll agree it has worked out pretty good.

I hope the new "search for an online game while playing locally" feature will mean you're more likely to find an opponent too. Will post back when it has gone live.


Apps: Lead Wars (TA Thread) | Super Grav (TA Thread) | 3D Spinner (TA Thread)
DemonStudios Ltd | Indie Game Dev
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04-02-2011, 09:52 AM
Nice, loving the game can't wait for the update.
How about a smaller pen?

Fell in love with my IPhone. Will merry it, just don't rush me!

04-07-2011, 11:10 AM
Joined: Nov 2010
Location: UK
Posts: 409
Lead Wars update v1.1 is now in the App Store!

If people are up for some online multiplayer how about posting times you plan on searching for a game here in this thread so others can challenge you to a battle. Or maybe use Twitter and hashtag #ImUpForSomeLeadWars.

I'll be looking for an auto-match at various times so be prepared for a good challenge if you meet me on there (same name as my profile). I don't want to dominate my own Leaderboard by racking up loads of Saved Units so if you're a beginner I will try and toy with you a bit

If you're new to the game ensure you complete the Training first though to get a gist of what the game's all about. Hope you enjoy playing!

Apps: Lead Wars (TA Thread) | Super Grav (TA Thread) | 3D Spinner (TA Thread)
DemonStudios Ltd | Indie Game Dev
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Last edited by DemonJim; 04-07-2011 at 11:54 AM.
04-08-2011, 10:22 PM
Joined: Aug 2010
Posts: 19
I love it!
04-26-2011, 10:45 AM
Joined: Nov 2010
Location: UK
Posts: 409
I've done a quick demo of the Map Creator for those wondering how it works.

It shows how to link and split river sections and add bridges and other obstacles like trees and buildings. It also shows how to resize the paper. Some units are placed then a very quick game is played with the AI, where I play as the cross-shaded army and am severely outnumbered! This isn't a good map, it is just a demo of how to use the editor - careful thought is needed to make nicely playable battlefields!

Youtube link | Pop Up

Apps: Lead Wars (TA Thread) | Super Grav (TA Thread) | 3D Spinner (TA Thread)
DemonStudios Ltd | Indie Game Dev
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05-08-2011, 06:29 PM
Joined: Jun 2009
Location: London, UK
Posts: 3,739
I picked this game up last night and it practically turned into an obsession straight away. I sat and played for about 3 hours straight, then I had dinner and went to watch TV... while simultaneously playing more Lead Wars

I noticed a few of the App Store reviews complained about the controls and it worried me initially but after playing for several hours I just think they're plain wrong. The game Lead Wars is based on also combines luck with skill when flicking the pencil, so the virtual iteration should do the same. Yes it can be difficult getting a perfect shot, but that seems completely intentional. It's like rolling dice and I think the game is all the better for it.

There were a couple of things I'd like to see changed if possible. The map is happy to zoom in further than necessary but there's no way to get an overview of the entire map on an iPhone/iPod. You can kinda zoom out and hold it there, but letting go of the screen makes it snap back to default. The default zoom level is perfect most of the time, but it'd be nice if I could also get that occasional overview.

I've only played against the AI so far and it seems fairly competent, but on Normal difficulty (the only one I've tried) it sometimes appears to have difficulty getting its units out of the base and strolls around inside seemingly wasting turns. It's far from crippling but it'd be nice to see any improvements... perhaps even an option for enemy mentality with choices like aggressive and defensive.

Another thing I noticed is that when a plane is flying over a building/tree, ground-to-air missiles still get blocked by the object. In reality the missile should be way above the object at that point but I'm thinking perhaps its intentional in the game? It'd probably be a lot harder to program that in and maybe the game is best left as simple as possible, lest it lose some of its charm.

A relatively simple (I think) addition I'd like to see is a stats screen showing wins/losses, total tanks/artilery/planes destroyed, bullets fired, successful kamikaze attempts, etc. Also the map editor should display the number of sprites currently placed, just a "XX/200" at the edge somewhere, it'd be slightly easier to plan ahead when you know how much you have left to work with.

New mode idea: destroy the base. Rather obvious, bases take several hits to destroy. To simplify things victory could be achieved either just by taking out the base OR wiping out all of the enemies as per usual. If the only way to win is base destruction then you'd need some way of building new units which could get too complicated. I played this version in school and we also had missile launchers on the base which could attack close enemies but it was tough trying to figure out a way to keep it fair... I'm not sure if we ever did.

One final suggestion, but a rather ambitious one... boats?! Obviously the pencil & paper version was extremely open to customization so there must be a whole range of neat additions that could be made, but sea warfare seems the most obvious one to me. Same basic principle as planes: sea-to-land and land-to-sea shots must end on the target, boats can shoot other boats, but can only travel on water (duh). I don't think it'd require too many additional sprites in the editor either (one sea sprite and 4-5 edge sprites?) but mass areas of water would likely use up a lot of sprites which could cause problems if the 200 sprite limit remains in effect.

Regardless of what the future holds for Lead Wars, I freakin' love it

Edit: Oh, one more thing! I actually quite enjoyed the training. How about a challenge/puzzle mode where you set up certain scenarios and we have to achieve victory with a limited number of moves/shots?

゙(゚、 。 7 ノ
 l、゙ ~ヽ
 じしf_, )ノ
05-09-2011, 04:47 PM
Joined: Nov 2010
Location: UK
Posts: 409
Lots of superb suggestions and valuable feedback thanks MidianGTX - the Campaign mode is a popular suggestion and will 100% make it in a future update.

Also popular is wanting more unit types - I've thought about how I could do this without complicating the UI or the game. There could be themes for each map, so there could be a battlefield theme (as it is now), a space theme (planets, space ships, asteroids etc.), a Marina theme with boats, jetis, sea and islands (where the open space is water and the sprites are the land) etc. etc.

More game modes takes priority over themes though I would say, a Defend the Base and CTF mode would be the most welcome I think. Preliminary work has started on these.

The next update should be ready to submit soon, which will mainly include improvements to the AI. It makes bad decisions sometimes (Ending Turn early when it clearly shouldn't is the biggest issue - also pathfinding needs improving as you point out).

You'll be glad to hear your point about the auto-zooming has already been fixed for this next update, so it now it lets you stay fully zoomed out if nothing is selected. Also it now shows "x / 200" on the map editor where your name normally appears (this one was a one-line fix - if only they all were )

I want to add some button feedback clicks and some sort of fanfare/bong noise when it pops up for your turn in an online game (in case the player isn't paying attention watching TV and it's suddenly their go!).

I'm also working on another project (a 3D LOGO programming educational app, which is almost finished) but am dividing my time as best I can.

Over and out.

Apps: Lead Wars (TA Thread) | Super Grav (TA Thread) | 3D Spinner (TA Thread)
DemonStudios Ltd | Indie Game Dev
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05-11-2011, 09:13 PM
Joined: Jul 2009
Location: Houston/Austin, TX
Posts: 13,250
Got it today after some recommendations from a few guys in the game discussions forum. Awesome game that brings back memories from how we entertained ourselves on boring days in middle school. Once you get the hang of the controls, it's a ton of fun. Definitely not something I'd play alone though. However, since the multiplayer system is so full in the game, with local and online, it's just great since I always have someone to play with. The map editor is a plus. Love how you can customize the settings of the game before each match. Nice work on this one.

Twitter: @back2this
05-11-2011, 10:42 PM
Joined: Mar 2010
Posts: 403
Have seen several recommendations and have added this to my wish list ...wish i had itunes credit.

Want list: Oh! Edo Towns , Space Tripper,
05-13-2011, 04:13 PM
Joined: Oct 2009
Location: California
Posts: 1,067
It just went on sale for $1.99...