Yeah, I probably will be increasing both games to 9.99 in the new year after the next round of updates. Thank you so much for figuring it out! I'll get that fixed.
Hey Gents and ladies, just wanted to wish you all a merry Christmas. Thanks for giving such great feedback. I have the big update for DR1 almost ready and it will be submitted after the app store freeze. I'm redoing a few of the character models as some were overly compressed when I originally did them.
Right! It would be flippin amazing especially just knowing it would be constantly updated with new content.
It would be great but it's unfortunately not likely to happen any time soon. The amount of time / effort would be huge since I don't have a starting point from a code perspective. At the moment, I have the core code for turn-based games, twin-stick shooters and tower defense games made. I'm going to stick to turn-based tactical games for at least the next two games and then I plan to try my hand at a twin-stick shooting game.
Some major updates ... I believe I have finally figured out the issue that was holding me up on porting to Android! So expect both games to hit Android some time in the next month. On the bad side, it looks like the issue where touch isn't as responsive as it used to be is still there. That one is really baffling me as it seems to be something I did but I have no clue what it was. Will keep looking. Here's some pics from the next game, Tempe of Shadows. I love the temple background levels. I've done a lot more work to optimize it with the artist and it looks like it will work well on the same kind of hardware that can run Demon's Rise 1 and 2: temple of shadows wip 6 by Rajpreet Dhillon, on Flickr temple of shadows wip 7 by Rajpreet Dhillon, on Flickr
I roll with a Blood Shaman, Snake Rogue, and Vampire Knight, and I do kind of love how broken it makes my Corsair. The Blood Shaman's abilities that grant extra attacks are silly useful once you start stacking AP. I'm currently rolling through the early 20s missions, and there are so many bad guys that the Corsair can get up to 30+ attacks.
Yeah, I'mean going to release a balance fix update next. The excessive missile attacks you can build up with abilities will be one of the things toned down. Will try to boost things that are weak. Let me know what else you think are too strong or too weak.
If you need some codebase for an RPG, talk to Protopop. He built a Story Engine in Unity, to handle quests easier. Maybe that's something for you to start with. If you go down the shooter route: There hasn't been a game like Hexen I & II in ages. Use those for inspiration, pretty please with sugar on top?
Honestly, I miss the AoE spells from DR1. Especially on Extreme mode, the bad guys have such ridiculously high HP that I needed to find an imbalanced exploit just to make it competitive. The rest of my party could spend a dozen turns pounding on one of the mid level bosses without taking it down. My Corsair does an order of magnitude more damage than the rest of the group put together. I'd rather have a party closer to what I had in DR1, where a few toons were good at AoE, others were good for distance and cleanup, and my melee guys were good for the one on one DPS. Since there's no real AoE in this game, and the melee damage doesn't scale, I'm forced to rely on distance damage.
That's some great feedback. I'll look into the existing AoE spells and beef them up a bit and maybe add a few to the existing range focussed characters. I ran a Shamaness in my build and as she has two AoE spells, I think I didn't notice that that these kinds of spells were lacking in other characters.
That might be an idea but not for this year. I need to try to make some money from these endeavours, which means produce more games with existing assets as opposed to spend lots of time creating entirely new games. The current Turn-based strategy code is fairly mature and well-tested so adding to it and releasing a new turn-based strategy game is probably 10% of the effort of creating an entirely new genre of game. Therefore, it makes a lot more sense from a resource and financial perspective to leverage / re-use the existing code as much as possible. Though on the positive side, there are a lot of variations of turn-based games that can be built from the existing code so I don't think it'll get stale any time soon. I can only do a top-down shooter so it wouldn't be exactly like Hexen. Though I could do a top-down shooter with a fantasy theme with wizard / barbarian / cleric classes against monsters and such. I actually did a game like that before Demon's Rise called "Gun Frenzy". It was a top down shooter set in a fantasy environment but featured hot women with big guns. It was a silly game and just a test to see if I could make a game on iOS. The current idea for the top-down shooter is a sci-fi setting with the player controlling a huge mech and fighting either a human army or an alien one. Kind of like the old top-down MechWarrior shooting game that came out ages ago on Sega Genesis.
I second a merger with Protopop! That would be absolutely incredible! The game engine he's created is really beautiful. Although, from a developer standpoint, I completely understand what you mean about using your existing code to try and actually turn a profit for all your hard work. I wonder if your code would translate well for a Baldur's Gate type of game? Thoughts?
Oh man now we talking! The combat would be similar once it starts just need an open world full of life and quests!