Finally started updating the web site as I've left that lingering for far too long. Added a page the details the recent patch. I'm going to make further updates tomorrow about the upcoming game. Here's link: http://www.wavelightgames.com/shadow-ghouls---void-dragons.html I promise to do a better job with keeping the site and facebook page updated.
Hey gents ... Started to work on the next update. I decided to go with the new levels being set in dwarf mines. Enemies will mostly be tough orcs and there will be some really big monsters and lots of new dwarves. Focus will be on fewer, larger opponents in missions with objectives. Going to stick with the update being free. Not a great business model but I dont want to go back on my original promises to customers.
You would never be a good politician. ;-) I believe you have gained a core group of people here that have a very high respect of what you are doing and truely appreciate how the game has developed over the last few months. Any game in the future that has your name associated with it will instantly be on my watched list and will probably get my gaming dollar if it is anywhere near as close to the quality of Demons Rise. Many thanks for a fantastic game!
Thanks guys ... I'll try and post some preview pics of the Orc mine levels. Just working through some heavy performance testing and debugging for the next game. Speaking of the next game, I'm leaning towards renaming it to "Warlords of Chaos" or possibly "Champions of Chaos".
Sorry if I missed it, but after the last update was there a change whereby Knights, and Assassins loose their magical abilities?
Not intentionally. Serms to be fine on mine. Are you perhaps referring to the change that all characters now start with 0 action points at the start of a bayyle instead of full action points? This was done for balance reasons and means characters have to wait a turn or two before they can do their magic abilities.
Oh, right- I read through a bit back. Makes sense. It seems to only effect my teams 2 assassins and knight. Is that because their AC/Magical capabilities are very much secondary to regular attacks?
Not really ... they should be like all other characters. It should take a turn or two for them to build AP and they should then be able to use their abilities. Now, magic abilities that increase max AP do give you those extra AP at the start of the battle, so that might be why other characters in your party have some AP at the start of the battle. So, for example, if you had a knight with no equipment and a storm seer with an amulet that gave +10 Max AP, the first turn of any battle would have them be: - Knight with AP 0. - Storm Seer with AP 10. And at the start of the next turn, they would each build up AP normally ... usually getting some random amount of AP ranging from 1 to their Max AP total. I'll double check again on my iPad to make sure I didn't do something to break either the Assassin or Knight.
By the way, quick update ... have been working heavily on the next game. Has been mostly heavy performance and gameplay / balance testing. Not much to show but I can definitely say the game is looking great. The internal balance and challenge curve of the campaign will definitely be much tighter than Conquest of the Deep, when it launched initially.
Hey gents, Sorry for lack of updates. Been doing a major upgrade of the underlying game engine that has been tying me up for 3 days. I will be kicking out an update to the original game shortly. Some bug fixes and one gameplay enhancement around divine favour. Divine favour can now be obtained by killing enemy leaders and large numbers of enemies in a single turn. So now you don't have to buy it from the temple. Next game is still on track for an early September submission to Apple. Just going through final rounds of polish.
Not sure if I ever shared these WIP pictures of the next game: Steam Golem by Rajpreet Dhillon, on Flickr One of the many new golems that play a heavy role in the next game. This one is a steam golem used by the Dwarf faction.
Time to pop by again for a bit The new Golem looks gorgeous. The only thing I'd change is the yellow lighting to more of a "gaslight lantern" color, for lack of a better word. That orange-yellowish muted "glow through the London mist" from Sherlock Holmes movies and such. Or, to that reddish furnace glow associated with steam engines.
thanks for the feedback. I'll play around with some variations ... red, orange, etc. Kind of like the yellow though. I'm doing testing on an iPad Air primarily for the next game and it just runs beautifully.
Ready to jump onto the new game once it is released. A lot of good iOS games available atm or soon to be available. My tactical rpg itch is getting well and truly scratched. # That is a big Golem! It appears it is taking up one spot on the play area, rather than two. If thats the case won't its graphic merge into another character if they they are beside it?
I download on my iPhone SE the screen is cut off , cannot play. Please update to enable playing on IPhone SE!