Really digging the look here and the music too. I'm really interested to see how the lane changing mechanic works with the Z-layer. Cool concept in that alone.
Hey, glad to hear your looking forward to this one. We should have some more gameplay to show soon so check back every now and then. So here's a question for peeps reading this. Do you play games on a 3G iphone or second generation ipod? I'm adding some attack patterns to a new gameplay element, and how much stuff we can add to any one level - that depends on if we want all devices covered or not. So naturally we want to have loads of animations and sounds etc, but we don't want to leave out players with older devices. So the question is, do iphone/ipod gamers still use 2nd generation devices?
quick update Just to let those who are following this game know... We should have the 2nd gameplay element to show pretty soon. Just working out a few things but it's looking good... and playing good too!
UPDATE: Feb '12 So we've been working hard on this one, here's the latest trailer showing the 2nd gameplay style. With this level style we're want it easy for the player to feel agile and ninja-like. So we've paid a lot of attention to the feel of the controls and the timing of jumps, moves etc. Subscribe to the TouchArcade YouTube channel
Me too. I really enjoyed the video with this awesome music. Very looking forward ! Another two-three months more to wait ?
Glad to hear you're looking forward to playing Ashley Ao. Well we're not completely sure about the release date. But yes, around 2 or 3 months more might end up being right. (We're still deciding how many levels to release with when the game is launched and how many to release with updates)
New gameplay vid Ok so we've been a bit quiet on this one. But fear not! We have been working on it. Here's a new gameplay video. Also we just launched on indiegogo! Subscribe to the TouchArcade YouTube channel
ifanzine article Here's the first article on the new updates to Ashley Ao. This one's by iFanzine: http://ifanzine.com/ashley-ao-gets-new-preview-footage-indiegogo-campaign/
more stuff Day 2 of the funding campaign. Some more love for Ashley Ao, this time from AppAdvice: http://appadvice.com/appnn/2012/06/honey-tribe-posts-new-ashley-ao-trailer-opens-up-the-project-to-feedback-and-more And the development video is currently on the front page of GameTrailers: http://www.gametrailers.com/video/developer-diary-ashley-ao/732449
Development Vid Here's the development report video. If you want to get involved with the creation of the game head on over to our page on IndieGoGo Subscribe to the TouchArcade YouTube channel
New art Exciting news! We have a talented new artist on board by the name of Rahime Knight. Hell be helping us convey the story and the world that Ashley Ao is set in. This is the first piece he has created for Ao. Meanwhile the IndieGoGo crowd funding campaign continues.
more art Some more cool artwork to share with you all. As mentioned we now have 2 talented artists working on Ashley Ao. Here's a new character: The Agent. Hes the one who negotiates with Ashley to send her on her latest mission. He'll also sell you in-game items. Pretty good huh? You can pre-order the game from our crowd funding page. 19 days to go! http://www.indiegogo.com/AshleyAo
run anim Ok so a lot of peeps said the standard run animation didn't look quite right. Here's the new adjusted version where she is more upright when running at normal speed. Any thoughts? Subscribe to the TouchArcade YouTube channel
Back on track Ok it's been quite a while since I updated this thread. Actually development had slowed and then stopped on Ashley Ao for a while.... But it's now back on track and we're focused on getting this game finished and released. So here's where the gameplay is at the moment: I've been playing a few tower defense games over the last year or so and I like how they use upgrades to draw you in and enjoy making your abilities more powerful. So all the moves and the variables for the hyper-sprint are now linked to upgrades. You start on a default power level of 1 and can upgrade to 10 as you progress. Here's a list of what you can upgrade Attack 1 - barge Attack combo 2 - kick Attack combo 3 - uppercut Air to ground attack - stomp Air attack - triple jump kick Hyper sprint - duration Hyper sprint - stamina Hyper sprint - speed Hyper sprint - chance of replenish Another recent change is that new environments will be reached when you get to certain distances. In testing it feels really cool when they switch over. Next I'll be making the hazard system. So how often hazards appear on screen and how many hit points they have. I'm thinking that eventually it should get pretty frantic!