I was looking through my game watchlist to see if there were games I could spend my zodiac refund money on because I wasn't really happy about asking for the refund, so I wanted to put it back into other premium games. You sold me. Buying now. looks like a good game!
Cool .. thanks for picking up the game. Really hope you enjoy. Feel free to ask questions if you have any as you play through it. Big update coming sometime in the next month that will another new playable character (ogre mercenary), 16 new levels, new UI, in-battle save system, about 20 or so new enemies, new terrain that provide stat boosts, lots of bug fixes and various other enhancements. Just doing testing on my end to make sure it all works well and is well balanced.
Hi guys, Doing some more testing on a real device (iPad Air) and have noticed that the in-battle save system causes considerable lag while saving. It kicks off at the end of a turn and it can lead to around a 10 second lag while it saves. This seems to be due to Unity's poor implementation of in-game saving on mobile devices. There does seem to be solutions but the ones I've found would cleanse the existing save data. Therefore, if someone upgraded to version 1.6, it would erase their existing saves if I adopted one of these solutions. I'd rather not upset existing players with this approach. I can't really risk the negative reviews from angry customers. So what I'm thinking is that I will have the in-game save happen only after every 3 turns and I will put a slider in the options menu that allows you to configure how frequently you want the in-game save. You could set it to every turn if you're okay with the lag or make it every other turn or every 3 turns or turn it off completely. That should allow people to tailor it to their preference. For our next game, we'll incorporate one of the solutions to this problem that we've found and it shouldn't be an issue. For those games, we'll just make it autosave every turn assuming the solution works as advertised.
Quick update ... spent some time testing the next patch, fixing some bugs and converting some of the characters to the upgraded animation system. The Half Giant, Elven Paladin, Chronomancer and High Wizard are now using the new system and their animations and transitions from one animation to the other look much smoother. They also now have many new variations in their idle poses.
Hey guys, testing continues on the 1.6 update. I took a break from that to work on the main menu of the next game, Demon's Rise - Path of Damnation. Let me know what you think: Screen Shot 2015-11-25 at 2.50.56 PM by Rajpreet Dhillon, on Flickr The game will focus on controlling an evil-aligned party on a quest for power. You'll kill innocents, cut down rivals, and slaughter the armies of the civilized races. All in hopes of getting the attention of the dark gods and being elevated to the ranks of demon-hood.
Yay for that, I prefer to be on Team Evil's side, more fun to be had Hhmm, title: with that hint at the backstory, wouldn't "Path *to* Damnation" be a better choice? Has a very Warhammer(40k)-ish Chaos vibe to it. Did you read "The Laughter of Dark Gods" recently, by chance? Oh, for the "right vibe", I highly recommend "The Tale of Niesenn Red-Hand" And the bear(?) warrior looks great. Only that Evil(TM) weapons don't sparkle bright smurfblue a proper bloodred - Evil Gloom(TM) optional - is the color of choice here. Would be nice to encounter some goodie parties that could come right out of DR1, e.g. a bunch of Dwarves.
Actually, I'm a very old school warhammer player so this game is actually heavily influenced by the first edition warhammer chaos books ... "Warhammer - The Lost and the Damned" and "Warhammer - Slaves to Darkness". In those books, you control a champion of chaos and his war band and as you roam through the chaos wastes, your war band gains favour from the chaos gods (or loses it) and depending on that favour, you suffer from mutations and dark blessings and so forth. Eventually, your champion either elevates to a Demon Prince or becomes a mindless chaos spawn. Good point about the bear's weapon ... it's actually a frost effect and I was going with frost because of him being a polar bear. However, I see your point ... blood red or fire will be better. I do indeed intend for the player to encounter lots of goody factions including bands of heroes straight out of DR1. Quests will include things like destroying human outposts, raiding dwarves mining strongholds, ambushing elven caravans, etc.
Old-school Warhammer player? That explains a lot Frost would work well, but then you'd need a slightly different color. More of a blue-white glare, I think. Like light on snow that makes you go blind. Or a really sickly dull gray-white, like the slush and dirty snow you sometimes see on roads, or when lots of people walked through it. Polar Bear: Wouldn't have guessed, the fur color looks wrong for that. Which reminds me that I had an awesome picture/drawing of a blood-stained polar bear somewhere. Now only to find it...
Screen Shot 2015-11-25 at 4.33.39 PM by Rajpreet Dhillon, on Flickr Here's the updated version. Fiery hammer and title changed to "Path *to* Damnation". Thanks for the suggestions!
Any chance to get character group transfer between the current game and the next? I know it's a really old school request but even if weapons are removed it would be great. Also I cant stress the re-playability aspect of offering to insert new characters within established groups. I've done that many times and it helps in replaying sections that are initially not as interesting, while trying out progressively newer team builds.
Well it's surprising what a daily commute of 30 minutes can accomplish . Anyway to address the issue with difficulty settings? Iphone 6 plus now days.
So like the idea of playing as a band of evil doers. Though for some reason your bear just doesnt look grizzly enough. Is that a smile I see?
Nothing wrong with a smile. It's the joy in anticipation of harvested souls, screams of the pointy-ears, and smashing stunties to pulp But indeed, he could look a bit more evil to get that across properly. Also getting really nitpicky now (but sometimes details matter, so there): The fire on the hammer to me looks exactly like the flames of the torches in the background. Doesn't give off enough of an evil vibe yet. I have that image in my mind of some sickly red glow, like from a red warning light on a foggy night. Will see if I can find a good visual reference of what I'm thinking of.
He looks more evil animated ... doesn't really come across well in the static screen shot. Also, I've tweaked the menu so that when you click a button, the bear actually responds with various growls and attack animations and roars. Looks really neat. Here's an updated version: Screen Shot 2015-11-26 at 8.09.37 AM by Rajpreet Dhillon, on Flickr
Did a test scene that will represent the bulk of the levels of the first chapter in this game. The first chapter will be in a forest area that is peppered with the ruins of an old city. Screen Shot 2015-11-26 at 10.04.27 AM by Rajpreet Dhillon, on Flickr Screen Shot 2015-11-26 at 9.59.38 AM by Rajpreet Dhillon, on Flickr Let me know thoughts on lighting, atmosphere and so on. Good to get feedback now before I use this as a template for the next 50 levels or so.
Nice touch with the roars & growls, I like that The new red color on the hammer effect looks great, very well done! And the new outdoor levels look gorgeous, more of that please.
Unfortunately, this wouldn't really work. There are several technical reasons why this would be hard (mainly as the games don't support iCloud backups yet) but also it wouldn't fit the theme of the game. This isn't an expansion to the first Demon's Rise but a separate game that uses the same game engine. Therefore, if you brought in an experienced party, they would breeze through the initial levels and it would be quite dull. Also, the story and theme will be centred around evil-aligned characters so having a party from Demon's Rise wouldn't work thematically. Can you explain exactly what you mean? i'm not sure I really understand it. Can you provide an example?
Hey guys, work continues on the 1.6 update. Bug fixing, testing and upgrading more characters to the new and improved animation system. Almost half the player characters have been updated and some of the bad guys too. You'll find that, for the characters updated, there's no more harsh transitions in animation from "running" to "idle" and so on.
Fun game, but SO many bugs! I think most of my issues are related to chronomancer spells failing, but it still sucks that one out of every couple battles has to be aborted because the UI goes non responsive.
Thanks for the feedback. The UI has been redesigned to address those issues. Will be in the next update.