Don't worry about it. Feel free to ask about DR1 questions here. Saves me from having to monitor two threads. Generally, you'll be fine with any combination that follows this loose structure: - 2 short-range fighters (Paladin, Ironguard, Samurai, Assassin, Minotaur, Duelist, etc.) - 1 long range shooter (Archer, Gnome, cannon, Ranger, etc.) - 2 wizards of any flavour - 1 big guy with long range (Half Gian, Tree Ent, Golem, Steel Golem, etc.) That should do fine. If you want a good early healer, include the Storm Seer or Ranger. Looking back at the list, I'm just floored by how many characters there are in that game. It really is the Tekken of turn-based strategy games.
This is a good idea and something that a very early version of Demon's Rise 1 had. However, drawing those extra hexes on the screen is surprisingly expensive CPU-wise on the mobile platform. Roughly doubling the amount of CPU usage versus hiding them. I tried to optimize this and find some workaround but I couldn't do it. Now, while it would be useful to turn it on via a toggle button so players could flip it on or off, the risk is that players will just leave it on all the time. They will then wonder why their device is getting hotter than usual and battery is draining faster. So that's why I hide the hexes as much as possible.
Yeah, I understand. I want to have a smaller version of Demon's Rise that's free to download but still has some revenue. I'm thinking that incentivized ads would be the right model as I'd rather not do the usual freemium stuff as that disrupts game balance. Thanks. What I mean by classic D&D is more theme rather than rules. The game will still be a Demon's Rise game but will be more classical character types and a more standard story of heroes on a quest. The setting will be in the northern kingdoms similar to DR2 so it will be somewhat like Ice Wind Dale. However, it won't be during the winter so there won't be so much snow. However, it will have the Ice Wind Dale feel in that weapons and armour will be realistic and practical. The human factions will also be more Saxon / Viking in style and dress so you'll see warriors in full chainmail and using long axes and round shields rather than knights in full plate armour. In terms of differences from DR1 and DR2, the main element will that it will have a heavily branching story. So players will have multiple points where they make a decision before or after a battle and that decision decides the progression of the story and where they go next. It will also feature dynamic weather so during battle it may start to rain and that rain will make reduce missile hit chance or something. A couple turns later, the rain might stop and so on. The weather will be reflected both in game rules / effects and visually with rain pouring down, fog appearing on the battlefield, lightning crashing overhead, etc.
Regarding the dynamic weather system I'm working on for Temple of Shadows, I will port it to Demon's Rise 2 when it's done. I won't port it to Demon's Rise 1 because it only makes sense in an outdoor environment. Having rain pour down on you while fighting in an underground dwarven city might seem odd.
Also all this talk of how many chars DR1 has I just went back to create a new team Ogre Pyromancer Canon Half giant Void dragon which I love! Knight Regardless of what team you choose you can still beat the game and play through the difficulty
WLG not sure if this was mentioned but the shop in DR2 needs to get cleaned up since there is no canon there is no pint for powder to be sold. Maybe the corsair can utilize gun powder etc.
Yeah, I think you're right. There are also throwing knives, cannon barrels and maybe a couple other item types that no one in the DR2 roster can use. It's a little confusing but sharing the item database between the two games saves me a huge amount of time. I don't want to get into trimming one or the other as that could corrupt save games of existing players. As such, these items will just be unusable items for resale to the DR2 players. I think that's a safer option and allows me to keep a single item database for both games, which saves a lot of time.
Useful Inquiries Thank you for the explanation, WaveLightGames! ....just one last thing, as someone else recently asked, the game currently requires iOS 9.1 firmware in order to download and play; this is also a handicap for me since I'm on iOS 8.x. Could it be possible for you to open up the compatibility of your game on more firmware? For certain, iOS 8.x is more stable than iOS 9.x....surely you could test out the iOS 8 SDK to make this game compatibile, right? If you can do that, you've not only got my sale, but the sale of many others.
Agreed, im on iOS 9.0.2 on my main device, and a lot of my friends are still on iOS 8.3 and 8.4, yes we are jailbroken if people wonder, but its not to pirate games, contrary to popular beliefs. My MFi is busted, i use my ps3 controller to emulate MFi. My computer is busted, I need iFile for data managing, two things that i simply cant do without jailbreak. I know theres quite a bit of sales waiting for you if you get DR1 and DR2 to work on 8.x. I dont know how much work that is, i think its not hard to do but I wont assume since im not a developper.
So, let me know if I'm understanding all this... -You're currently working on a ftp Demon's Rise that is smaller in scope, more story driven, and takes place between DR2 and the upcoming DR3 -This ftp game will have ads as the main source of revenue -DR2 will not be changing its monetezation plan (ie no new characters will need to be purchased) -DR3, as of now, will be a premium game a la DR1 and 2, with no IAP. Is all that correct? I agree with other posters here. I love your games and truly appreciate you, as a developer. You are reactive to your players suggestions, committed to making a quality game, and it shows in your product. I will most certainly download the next game on day one.
Oh, that is awesome that you've looked into it before. That's alright because the instance which I missed the spells rarely hamper my games anyway. Most of the time I do know where my spells will go as long as I am aware of my camera orientation and the relative location of my characters and the targeted enemies.
To be honest it's not a big deal so don't try to kill yourself trying to fix this if it means it cause more bugs. Is it easier to make some users be able to use throwing knives, gun powder etc
Yes, except that I'm also working on a sci-fi version of Demon's Rise called Strike Team. This is built on the core code of Demon's Rise but has significant changes. Everything is based on action points, including movement and attacks. This means that players can move really far in a turn if they choose not to attack, can attack more times if they choose to stay stationary and so on. There are also changes to allow for firefights between missile troops and some other changes that reflect pinning / suppression. Here's the development thread: Strike Team in Upcoming Forum Thanks, appreciate it. I really like the flow of ideas. It's helping to make the games much better than if I was doing them purely on my own.
I think there were some performance or optimization reasons I was recommended to go for 9.1. Not sure I remember now. I'll look into whether its safe to lower required version in an update and will if I can.
I honestly dont think theres much performance difference between 9.0 and 9.1. If at all... As far as iOS 8 is concerned thats a possibility, but usually using a framerate drop not very different from what you have in game works wonders. Just keep us updated please #
Thanks for all the feedback, ladies and gents. It's been incredibly helpful and I can't wait to show you guys the next update with all the new stuff in it. Hopefully I'll be able to submit it Wednesday of next week to Apple. Here's an exclusive sneak peak. I did my first draft of the Temple of Shadows main menu. Here you see the Huscarle (guy with armour & axe), elf Pathfinder and in the distance is the Winter mage. The tower in the top right will have a monster of some kind appear and look down on the player party as they huddle around their campfire in a nervous, defensive position. Temple of Shadows Main Menu by Rajpreet Dhillon, on Flickr Let me know what you think of colour composition, atmosphere, etc.