Universal Demon's Rise 2: Lords of Chaos (by Wave Light Games)

Discussion in 'iPhone and iPad Games' started by Boardumb, Nov 10, 2016.

  1. stubbieoz

    stubbieoz Well-Known Member

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    #801 stubbieoz, Feb 9, 2017
    Last edited: Feb 10, 2017
    Small spelling corrections needed;

    Skill menu for the Snakeman Rogue.

    Venemous Potion (correct spelling is Venomous, I'm fairly sure that venemous is a common misspelled version).
    Also
    Current description near the end states;

    "....but gainst +25 attack damage....."

    just need to get rid of the "t" in gains. #

    EDIT;
    The Black Orc skill War Banner.
    "....magic woven int them..."
    should be "into".

    ps.I hope you don't think I'm nitpicking, because that's not why I'm mentioning these mistakes. #
     
  2. stubbieoz

    stubbieoz Well-Known Member

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    Oh bummer. There seems to be no Halfling counterpart in DR2.

    Looks like gold is going to be a lot harder to get.#
     
  3. WaveLightGames

    WaveLightGames Well-Known Member
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    Not really. I couldn't really come up with a Halfling-like character that fit the theme / setting.

    There will be a Halfling-like character in the next Demon's Rise game. He's tentatively called the "Apprentice" and is basically a young adventurer / assistant. He'll have a sword and a torch and will provide passive buffs, make the darkened dungeons less dark and do stuff like find extra gold, carry extra potions, etc.
     
  4. WaveLightGames

    WaveLightGames Well-Known Member
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    Hey Gents, not sure if I mentioned it but the game is now available on android. So if you have any friends on that platform that you think would like the game, let them know.

    The game requires a lot more resources on android though. While it works on a 1gb ram device on iOS, it generally needs a device with 3gb of ram on android. :confused:
     
  5. faceleg

    faceleg Well-Known Member

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    Switch Ports

    @WaveLightGames considered porting any of your games to the Switch?
     
  6. WaveLightGames

    WaveLightGames Well-Known Member
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    Would definitely like to but it depends on the process and whether Unity will have a Switch deployment option. I haven't looked into it yet.
     
  7. macatron

    macatron Well-Known Member

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    Looks like Unity and Nintendo Switch are already paired up. :D Hopefully this will allow for more Switch titles to cross over to iOS as well.


    "Support of Nintendo Switch at launch. Unity also announced that Nintendo's first game made specifically for smartphone, Super Mario Run, is made with Unity. Nintendo looked to Unity's engine and development environment to make the game a fun, graphically beautiful experience worthy of the Mario franchise."

    https://unity3d.com/company/public-relations/news/unity-increases-platform-reach-across-mobile-console-vrar-new-and
     
  8. Nullzone

    Nullzone 👮 Spam Police 🚓

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    I just started playing DR2 again. One thing immediately stood out and almost made me drop it again immediately:
    Please, clean up the store in your next games. It's incredibly clunky, with all the (20+ I think) items you get everytime.
    In my opinion, it offers way too much choices, most of them either trash (like those gray items that don't do anything) or non-viable (too expensive, mostly; e.g. 10k+ Gold items on level 1). And needs to be severely reduced, to around 5-10 viable items, and ideally also steady choices (i.e. no randomised items like now).

    For comparison:
    The Arcane Quest games have way too little. Very lacking in advancement past around halfway.
    Templar Battleforce techtree is excellent, but way too big to digest in casual play. But offers steady advancement all the way through endgame.
    The Kingturn games had it a about right: very streamlined non-random system, with a great stat & skill system on top of it. Just a little bit more equipment to add a final tier for endgame, and it would have been near perfect.
    Warhammer Quest was mostly good. With the exceptions of the randomised level advancement, too low maxlevel, and missing and endgame equipment tier or two. Up to reaching that point I found it very well done and balanced.
     
  9. stubbieoz

    stubbieoz Well-Known Member

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    #809 stubbieoz, Mar 27, 2017
    Last edited: Mar 27, 2017
    I second that the item system as it stands needs some serious work.
    For my input I want to concentrate on the merchant.
    There seems to be no correlation between the merchants item category and what is actually offered.

    Cheap items often have items for sale that are worth more than Premium items and normal items can have items that are worse than cheap items.
    The only constant seems to be that the Premium items category is the only one with Epic items, though a lot of Epic items are only epic in colour and the stats can be worse than a normal item.
    The whole merchant store is way too random and needs to be looked at. Also the items with no benefit at all should be removed. They are worthless and only add to the chaos.

    I truely appreciate the effort by the dev to give the player a lot of options when it comes to whats available but it is quite a mess as it stands. You are basically forced to check every single item (I just checked and there are over 100) every time you go to the merchant.

    The three categories have not helped, as was their original intention, and have simply made the confusion worse.
     
  10. Pedro73

    Pedro73 New Member

    Mar 28, 2017
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    Improving Demon's Rise series!

    Hi!

    First of all, let me congratulate you for the releases of Demon's Rise series. I know you’re learning your way around Unity 3D and improving your knowledge on game creation. I know you're not a AAA team, but you have managed to create a great starting point for future games within this series. Is good to see the passion you put in this games, not only creating future games but also improving and updating the ones already created.

    I've bought the pack for IOS and consider me as a day one buyer for your future releases.

    I'm starting to play Demon’s Rise 1 on IPAD. I know it is more a dungeon crawler and the Second in the series more ambient diverse and bigger open maps.

    I'm also writing you to give my personal opinion on where the game could be improved but I totally understand your resources are limited.

    - The 2D graphic interface should be improved, the windows and the buttons could be a lot better. They're not bad they give a little amateurish look to the game. Maybe hire a someone to create a 2d interface.

    - The movement of character should be more fluid. Characters moonwalk in a path node until they rotate and start to move again. Maybe increase the speed of the character rotation in the node or make it instant so the movement could be fluid without the waiting.

    - After reaching the last node in the movement, characters keep moonwalking until the end of the animation frame. After reaching the destination the characters movement animation should stop immediately and go to idle animation, not keep moving in the same place until the end of current animation.

    - The skills button instead of a cross while the skill is not available, why not having the icon with the skill art but disabled and with the AP cost in the right-top of the skill button. This will increase the beauty of the interface during game and help you decide visually to use the available skills or wait and get some more AP for the next skill to be available. Usually the icons are self-explanatory and you won't have to constantly click on the buttons with a disabled skill to check what is the next skill and the cost it demands. I think this visually information will improve the looks, gameplay and accessibility of the game.

    - Instead of clicking on a skill and the clicking on activate or cancel I think a more modern interface will be: Click and hold the skill button to open a pop-up window with the skill explanation. Stop clicking the button and the pop-up window will close. Then just double click the skill icon if you want to activate that skill. As it is now it's not bad but I think it could be improved this way. (You should keep the manual opening and closing of windows to a minimum necessary).

    - When your characters exhausted all possible actions (attack and skills) the base color instead of green should pass to another color, so we can visually know what characters don't have any other available actions. Before I end my turn I have to manually check all characters by clicking on each one to see if they still can attack (because some have more than one attack) or have an available skill that I can use. If I can check this visually it can speed up the gameplay a bit.

    - You should be able to click and hold an enemy to bring a popup window with their statistics and close the pop after release. Now, if I want to check on some enemy stats I must click it, then a window will open then I must close it again. You could keep this option by single clicking an enemy but there should be an option to quickly check the enemy stats.

    - There should be a visual reference when characters have a debuff. Once a character of mine was blinded and if I hadn't read it in a glance I wouldn't guess he was blind. So, there should be a visual reference at least to alert us to check on the character status.

    - Maybe in future releases you may have a bonus for attacking from the back of a character.


    - The equipment shop interface is a little messy. Recommendations.

    - Sort items by price or by type of equipment.

    - Equipment you can't buy should be disabled (greyscaled or with a red cross) so you can't visually see you can't buy it. I must click in all equipment to check if I have money to buy it and that's not very pleasant. If you don't have money to buy it, you should know just by looking at the icon.

    - When I click an equipment icon to check the price it sticks right away becoming my icon and if I don't have money or don't want the equipment I should put it back. Sometimes when I check a lot of equipment and forget to click again to put it back the inventory becomes a mess with equipment changing places. You should click the icon to check the info about the equipment and if you want to buy it drag and drop it to your character or click and hold the icon to start dragging the equipment around.

    - Finally, this is what I think is the weakest point of this game and detracts from the experience. The timing of actions. For example, when the Half Giant attacks an enemy, he plays the Hit animation and the Attack animation of my character has just started. And this happens with a lot of characters.

    For example, when storm seer cast a healing spell, my characters heal right away at the start of the spell casting. When she visually casts the spell, nothing happens because it already happened at the start of the animation.
    This wrong timing actions become more awkward when there is a counter attack where characters look like they are randomly dancing with damage at the start of animations, hits when no one is attacking or are hit while they’re not yet being attacked because the attack animation has only started.

    This breaks the experience of playing your game because it gives a lot WTF moments. Hit animation should only play after the attack animation reach some frame and then display the damage after hit. Character should only receive heal points after the heal animation reached some frame. It's like getting a hit with an arrow while the arrow is still in the bow...

    You should really prioritize the review of the animation timings.
    This is what’s most wrong in your game. This is my personal opinion and I really wish you to have success with your games. You’re starting to create a fan base with your games and I’ve checked your upcoming games (Strike Team and the new Demon's Rise) and they sure look great.

    Good luck and good games.
     
  11. Pedro73

    Pedro73 New Member

    Mar 28, 2017
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    Some other few recommendations.

    Hi again... Still playing DR1

    After playing DR1 some more i recommend 3 other things:

    - During enemy action phase, the camera should auto-focus on the enemy that is acting (moving, attacking, casting spell...) because sometimes enemies are acting outside my screen and i have to manually move the camera to check what enemy is moving and what is happening (damage, counter attack) because the camera is static while it should be dynamic.

    - Review the text of spells, not to wrongly induce players especially from "friendly fire". EX: TORNADO "Enemies in the area of effect suffer 5-8 damager per level...".
    I cast this spell (and others) and almost killed some of my crew members because i thought that it will only damage enemies as it says in the spell description and there was no "friendly fire"

    - Check where the projectiles leave the character that casts it and to where it moves to. Sometimes projectile spells leave outside the casting character and hits outside the target character. The projectile should leave at least from the front of the casting character and should hit the center of the character model that is the target, so it doesn't hit outside the 3D model.

    I still think this games are great and have a great potential future. I preferred to spend about 13 dollars on DR1 and DR2 pack than 3 dollars on Shadowrun: Dragonfall (but will probaly will in the future) also due to out-of-sync of sound and animation in Shadowrun Returns.

    But has you can see a professional product demands 3 dollars for it. I gladdy payed 13 dollars for your games but i expected them to be more polished

    I know that in the future you'll address this issues, but at least for now take them in to account for your next new games (day one buy for me.

    Keep that passion and the good job you're making.

    Bye from Portugal!
     
  12. WaveLightGames

    WaveLightGames Well-Known Member
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    Hey gents,

    Sorry have been busy working on the Android ports and was away last week on a family vacation. Will get back to you today on feedback items.

    Raj
     
  13. WaveLightGames

    WaveLightGames Well-Known Member
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    Sorry again for the late reply. Been super busy lately.

    I'll tweak the shop / vendor formula so that he doesn't sell items that provide no stat bonus. I also added a drop down button that allows you to show cheap, medium and expensive items. So if you have loads of gold to sell, just select the premium items and if you don't, select the cheap ones. That way, you're not sifting through items you can't buy or stuff that's too low value for your party.
     
  14. WaveLightGames

    WaveLightGames Well-Known Member
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    Interesting ... I'll give it another thought then. I'm building the merchant for Strike Team so will have a good chance to explore how I can make it better. I'll then port back any improvements to DR1 and DR2. Let me know your ideas for an ideal "Store" in terms of organization and content and I'll see what I can do.
     
  15. WaveLightGames

    WaveLightGames Well-Known Member
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    God damn it ... I just spent half an hour writing a response to Pedro's first feedback and the forum logged me out. Sorry, will do it again next week.
     
  16. WaveLightGames

    WaveLightGames Well-Known Member
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    Okay, let me try this again ... I wrote a long reply and it was eaten up by the forum. Firstly, thanks for your feedback, it's really awesome.

    I plan to redo the GUI after Temple of Shadows is launched. I'll be doing the same GUI design as I've made for Strike Team for future DR games after Temple of Shadows and that's a lot better. Quick question, how much ram is on your iPad? I ask because on 1GB devices, the game compresses all textures so 2D stuff doesn't look as good.

    Agreed ... will try a faster rotate option.

    Agreed ... I'll fix this in an update. I think I know how to do it, just takes time for all characters.

    it's a good idea but will take a fair bit of coding. I also like the abilities being hidden until the character has enough AP to perform them. Will see.

    I tried something like this in an early build and it didn't work out that well. The longer approach with an additional click seems to be cleaner, in my view.

    That's a great idea, I'll incorporate it.

    Doesn't work too well on a phone. On an iPad, I have the screen real estate to make a stat window a small part of the screen but not on a phone screen. So that's why I went with a universal, full screen stat sheet that is opened / closed with button presses.

    The tricky thing here is that sometimes you might have 20+ buffs / debuffs on a character so it can really make the UI messy. Also, having particle effects persist is really CPU intensive so would slow the game down. That's why I have particle effects disappear after being cast and the effects on the character's stat sheet only.

    Yes, I would like to do that, great idea.

    The store can definitely be improved. I'll revisit and will try to incorporate some of your ideas.

    Agreed. The timing used to be better in an older version buy Unity updated its animation system to a new design and elements of that are still a mystery to me. I'm still trying to learn the intricacies of the new system. I hope to improve these points in the future but it'll take time because I think it will require some heavy recoding to get the animation system working the way I want it to ... attempts so far have not been entirely successful.
     
  17. Nullzone

    Nullzone 👮 Spam Police 🚓

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    #817 Nullzone, Mar 31, 2017
    Last edited: Mar 31, 2017
    Argh, such things are unfunny :(
    Which is exactly why I never write longer texts directly in my iPad's Safari. If I do that (rarely, very much prefer my computer's ergo keyboard to the onscreen one), I usually write it out in Notes first, then paste it in.

    On a computer, you could get lucky by going back in your page history, sometimes works.
    I HIGHLY recommend getting Lazarus (google "Lazarus Plugin" or "Lazarus Form Recovery"). It constantly saves any browser input, and allows you to recover it with a few mouseclicks.
     
  18. BC1377

    BC1377 Well-Known Member

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    Currently on sale, is it worth it? Which one is better, final fantasy tactics or demon rise 2?
     
  19. Amenbrother

    Amenbrother Well-Known Member

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    Very worth it.
     
  20. BC1377

    BC1377 Well-Known Member

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    Ok2, which one is better?
     

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