I don't mind the camera, but I did notice the issue mentioned seems more pronounced when I amp the graphics settings. Not sure if that's helpful. Fantastic game.
updated to the new version.(btw, is there the version number info inside the app ?) I the day 3 issue is fixed for me. played a patrol battle, killed all monsters, except the last one. I was unable to select the necromancer as target to attack. the same invisible wall ? The screenshot is attached. Thx for the patch !!
I am really glad you are devoting a lot of time to get the camera sorted. While atm it is servicable I totally agree with Carabak and their excellent explanation of the problem. This type of game relies heavily on good camera control to allow the player to immerse themselves into the tactical positions needed. Thanks for trying to make that a reality. I also want to add a +1 to the call for mid game saves but realise from your comments that it is probably too much to ask for. Get that camera right and I will forgive you. ;-)
Awesome ... glad that's fixed. Can you describe what was happening in that level? It looks like the same invisible wall issue but it would help if you could describe what was in the level before you killed everything. I can't tell exactly which level it is from the screen shot.
Price will stay. This was a patch fix. I included the new dragon hunter just because he was already done. Price will go up when the first content update arrives. That will feature lots of new levels and continue the story.
There is a story mode ... it's explained in the pre-battle and post-battle text. Kind of like an old-school RPG and then the combat / encounters are the game components. The story is told in just text. What I plan to do is add some choices and branching paths in the story. I wasn't sure how to do it earlier but I came up with a great idea last night and I'll put up a quick demo of how that would work later today. It would basically give the player certain options and based on that choice, it would load a certain scenario or another. It should be an easy solution and much easier to integrate than what I had in mind earlier. In terms of expanding the game, I'm planning to add more levels. The approximate ideas are: Expansion 1: The Dead Marches: 5 or 6 quest levels and around 8 patrol levels that will focus on a massive battle against the dead. Expansion 2: Will focus more heavily on demons and beastmen (half human / half animals that are bred by the demons as foot soldiers). Again a 5 or 6 quest levels and another 8 levels. Expansion 3: Possibly Dark / Demonic / Draconic Elves ... haven't fully decided. 5 or 6 quest battle leading to final conflict with really big boss. 8 or so patrol levels as well. I'm thinking of possibly adding a few more player characters as well. Perhaps going as high as 30. Possible candidates are: - Halfling thief (stealth character armed with a blade and sling and with passive benefits around detecting hidden enemies, finding hidden treasure, healing other party members, etc.) - Ogre Mercenary (big, slow brute with vicious melee attacks and loads of hit points ... will need some sort of unique angle but haven't decided what that might be yet). - Celestial Mage (old wizard that has magic focussed around manipulating fate and predicting the future ... lots of buffs to friendly units and possibly the ability to bring comets and things down to strike at enemies) - Light Cleric (high morale mage with abilities focussed on healing and banishing darkness, blinding enemies, buffing weapons of friendly units with magical energy, etc.) - Demon Hunter / Inquisitor (dark mage that focuses on binding / trapping demons and using them against his enemies ... can summon demons, can use chaos magic to his benefit, etc.) - ??? (not really sure here ... possibly a human crossbowman or perhaps a Samurai archer? Just don't want to end on 29 characters, would rather have 30. Will probably leave this slot open until a good idea comes to mind or if you have some ideas, throw them at me). The extra characters are not set in stone at all. So if you have some good ideas, let me know and we can vote on it or something. Also, the extra characters and general quality of the expansions will depend on sales. If the game doesn't sell well enough then I probably won't be able to spend as much time on the expansions as I would like and will likely just do the extra levels and leave the 5 extra characters on the cutting room floor. I hope that won't be the case.
By the way, there's a hidden easter egg / preview somewhere in this picture of something else pretty cool. Here's a larger picture to help you guys find it. First one to find it gets a virtual cookie.... Dwarf Dragon Fire 3 by Rajpreet Dhillon, on Flickr
Quick update on the camera controls ... I think I've got them looking much better. No weird jittery ness and to me, things seem much better. I'm going to take a quick stab at putting in dynamic shadows as a new graphics option. May put the whole graphics thing as a slider going from High Performance to Balanced to Extreme GFX. I'll then slap down a warning that says playing on Extreme may cause your device to explode. Will submit a new update to Apple tonight.
Question: how can I stop the app from closing if I do something else on my phone? Keep losing progress. Or missing out of the end of a mission because I have to put my phone away or do something else on it.
It's a limitation of the iOS operating system. Unless I initiate an in-game save process, there is no way to force iOS to stop unloading the app from memory if it's in the background. Generally, if you put an app in the background ... it will keep progress. However, if you use the phone and open other apps and stuff, the operating system may kick the apps in the background out of memory randomly. Therefore, sometimes you can resume a game fine from where you put it in the background but in other times, it will close the app. This is likely going to change in iOS 9 as iOS9 is supposed to have a different way of managing background apps and allowing for side loading apps and stuff ... but I can't say for sure until that is released and tested.
Thanks guys. Il try pausing. Sometimes a half hour on the toilet at work isn't enough to finish a level
Well, it works most of the time but that it doesn't work always. There are games that don't shut down when I close my Ipad cover (I play at work, you now...). Some games do, other don't. No idea why.
Bet how much Ram you have contributed to how often it closes apps. Only got a 5S or an iPad 2 (no chance on that)
That's a good idea ... probably not for this game though. I'm going to look into doing a hot seat mode where both players perhaps choose some units and then fight each other by passing the device around. No commitment though ... we'll see how it goes. In the end, how much cool stuff gets added depends on how well the game does financially.
Hey gents and ladies ... just a quick update. I've got dynamic shadows working as an option now and I have (in my opinion) greatly improved the camera controls based on input from those on this thread. Will submit an update to Apple tonight some time. Will not request a rush on the review as you don't get too many of those as a developer.