Arcana: Spell Duel Dev Update

Discussion in 'Upcoming iOS Games' started by daveyoung, Jul 22, 2009.

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  1. daveyoung

    daveyoung Well-Known Member

    Mar 15, 2009
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    Options HUD and Better Interface Added

    I tried a bunch of placement options and menu variations, and settled on these.
    I also removed the default description box, and added an Options screen where you can toggle on/off the action descriptions.

    [​IMG]

    [​IMG]

    I also added in a chat box for the Online Multiplayer mode, for ingame taunting.

    Now finally I can finish up the levelling system!
     
  2. pharmx

    pharmx Well-Known Member

    Jan 29, 2009
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    Oh wow...not sure how I missed this...looks great Dave! Brings back memories of my battle mage from Asheron's Call :D
     
  3. daveyoung

    daveyoung Well-Known Member

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    I cry a little every time someone mentions AC... hehe in a good memory kinda way though.

    Here is another shot, added back in progress bars behind the health/energy counters, and the new (functional) multiplayer chat button.

    [​IMG]
     
  4. pharmx

    pharmx Well-Known Member

    Jan 29, 2009
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    Is there any reason why the controls are setup as a bar on the bottom of the screen like that? Like someone mentioned earlier, it still seems rather obtrusive. How about breaking up the input layout so buttons 1 and 2 are on the bottom left side of the screen and buttons 3 and 4 are on the bottom right side? You could still have enter/cancel in the middle. I'm assuming the game is played in landscape mode, otherwise disregard everything I said above.
     
  5. daveyoung

    daveyoung Well-Known Member

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    The controls are setup like a bar because you are choosing a spell and modifiers from a multi-level menu. It's at the bottom of the screen to let you see more of your character. The controls disappear when you have selected your action for the turn, and while your opponent is taking their turn.
     
  6. Fletch

    Fletch Well-Known Member

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    Not sure how I missed this thread so many times before, but this is lookin like it could be a pretty cool game. I tried to play the web demo, but it didn't work for some reason...but anyways, keep up the good work dave, I love your frequent updates.
     
  7. daveyoung

    daveyoung Well-Known Member

    Mar 15, 2009
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    Arcanix Added In, and Duel Options Screen

    This is the Duel Options screen you see before a duel. From here you can choose your duel type. I will also add options for the round timer and for the setting selection.

    [​IMG]


    Here is a shot of the Arcanix in game. When you play as an Arcanist you can use this ancient artifact to cast your spells instead of the menus. You are not limited by your energy supply when you do. This means you can use too much energy, and that will damage you. But since it also means you can sacrifice some of your own life to finish off an opponent, it's extremely BEAST.

    You move your fingers over the device's holes which produce resonant tones. Certain patterns evoke certain effects. There are a larger number of spells available for the Arcanix than can be cast using the menus, but these must be learned. You won't have access to some ingame reference when using the deadly Arcanix.

    [​IMG]

    Note the worn lines of hundreds of gestures being slowly etched into the surface.
     
  8. daveyoung

    daveyoung Well-Known Member

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    #48 daveyoung, Aug 23, 2009
    Last edited: Aug 23, 2009
    Levelling up and experience gain are now complete. The main menu has been altered slightly to include your player information and show you what level and how much xp you have towards your next level. After each match that awards xp, you receive 5 for a victory and 2 for a loss. When you hit 100 points, level up! Levelling up affects your maximum health and your energy availability.

    [​IMG]

    [​IMG]
     
  9. Seishu

    Seishu Well-Known Member

    Feb 27, 2009
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    Whoa this looks awesome Dave, though does this mean you've stopped working on Castle Guard2?
     
  10. daveyoung

    daveyoung Well-Known Member

    Mar 15, 2009
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    Nope! This spell system was developed for use inside castleguard, I just wrapped it in its own turn based duelling game. Many of the engine pieces I've made here are for Castleguard. This has full online mode. For Castleguard it will be expanded into online game mode. I won't say MMO because who knows how many players the devices will handle.. but it will be online mode :)
     
  11. Seishu

    Seishu Well-Known Member

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    Well that's good, I hope Castleguard will become more popular.
     
  12. daveyoung

    daveyoung Well-Known Member

    Mar 15, 2009
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    New (Brief) Spell Duel Vids for Arcana

    Here are a couple of brief videos for those that can't play the online web version.

     
  13. daveyoung

    daveyoung Well-Known Member

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    I hope so too Seishu, I've put a lot of work into it and the next version will be a massive upgrade. There have been a great many new systems created, and a great many optimizations!
     
  14. daveyoung

    daveyoung Well-Known Member

    Mar 15, 2009
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    Arcana: New Scenes Added, Full Length Duel Video

    It's been a very productive day! I've added a new scene to duel in, with 4 locations inside it.

    There are duel modes where it doesn't make sense to pick your appearance (like player 2 in head to head mode) and the AI needed some appearance, so I added in an appearance randomizer to always make the player2/AI character dressed in something beyond the grey longjohns :)

    Lots of other small changes as well. I'm really getting close to the end now. Since I have almost 10 days left before my desired release date, I may take the time to try and create an ingame store functionality, to buy healing and mana potions, extra xp and the like.

    Here is a full length (but quick) battle showing the devastating combination of a Spike Magnify 5 with a Blast Magnify 5. Ouch!!! One of the players is using the Arcanix to cast, the other is a Naturalist and uses menus.

     
  15. pharmx

    pharmx Well-Known Member

    Jan 29, 2009
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    Ah ok, I see now. I didn't realize this was turn based...I was thinking it was real time for some reason...based on the video the controls look great. I'm loving the gesture based system!
     
  16. daveyoung

    daveyoung Well-Known Member

    Mar 15, 2009
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    Yes, the gestures are a lot of fun. I know only a few by heart (which is why I kept missing some in the video lol) but the coolest thing about the gestures is that:
    1) They can be started anywhere on the Arcanix
    2) They are directional (the same sequence in reverse could be a different spell)
    3) We aren't locked in to the limitations of interfaces and menus because a great many gestures can be defined/discovered. Hundreds.
     
  17. daveyoung

    daveyoung Well-Known Member

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    Another quick couple of additions:
    Added in Ready buttons for multiplayer mode, and an AI difficulty selection. Higher difficulty equals more exp from the victory!
     
  18. daveyoung

    daveyoung Well-Known Member

    Mar 15, 2009
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    New Arcana:Spell Duel Online Demo

    Initial sound effects have been added to the Arcanix to give some audible feedback when you have a sequence incorrect or correct. Also updated the online web demo, you can find it here: http://www.daveyounggames.com/arcana.html

    I've had reports of it crashing the browser on some macs, but it should be cross-platform and cross-browser. People who use the web version can also play against people using their iPhones/iPods! Online multiplayer works now, so grab a friend and test it out!

    I'll be setting up a beta test very shortly for people who can test on their devices.
     
  19. Fletch

    Fletch Well-Known Member

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    Videos look nice. I have an idea though. Maybe you can make it so that the arcanix shows up semi transparent, and you could watch your character build up the spells as you did them, instead of all at the end. Just a thought
     
  20. daveyoung

    daveyoung Well-Known Member

    Mar 15, 2009
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    This is certainly a good idea: I originally planned on implementing it like this. I later moved the Arcanix completely underground and gave it its own dedicated camera, as there are 25 sensor objects attached to it to detect your swipes. Each of the sensor objects has two particle emitters attached to it, for special effects. Having a consistent mathematical placement made it work better on the iPhone when other objects were not in view, as the effects plus whatever is going on behind the Arcanix could make it a little unresponsive. It works great in the PC/Mac/Linux or Web Version though. The scenes behind the Arcanix would only ever get more complicated, not less, so this is probably the way it will stat for awhile.
     

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