Hey guys, Just a quick update. There is a chance that Demon's Rise 2 will be delayed. I hurt my back a couple weeks ago while in the US for work. It was healing nicely but I made the mistake of going to a massage therapist a couple days ago and since then, I've been in absolute agony. Not been able to work or do game dev. I'm hoping that the 'therapist' didn't do any real damage. Anyway, there's not much left to do on the game so worst case scenario is a delay by a few more weeks. Likely October 30th rather than the 15th.
Hey Dev, I hope you feel better...I highly recommend you try acupuncture with cupping. It does WONDERS! Anyway I just want to report. The 1/2 giant 3rd or 4th still has a bug, using that skills locks the scenario up(prevents the use of "end game turn")
I'm having difficulty replicating this ... can you let me know exactly which ability is causing the issue?
Hey guys ... Back is starting to heal and am able to finish up the loose ends. Should be submitting to Apple this weekend. Release date should be first week of November. Will post some new media of the game over next few days.
I think it's his second skill. Where he leaps forward. I just had a bug where he jumps, and i think the 2nd hex behind the mob is an obstacle, because of that my Giant went just poofs! Really looking forward to your next game. Can you please please put in cloud save?
I'm glad to hear you are on the mends. # I have back pain myself and I know how it can totally disrupt your life and well being. Looking forward to everything you are going to throw at us. #
Okay ... I think I know the issue. I actually have put in a fix for that and other "line" type effects that go out in a straight line. I figured out that on touch devices these can sometimes bug out but I found a solution. The fix will be in the release version of Demon's Rise 2 and the patch that I submit for Demon's Rise 1 shortly after the DR2 launch. For iCloud, I wasn't able to put it in for the Demon's Rise 2 launch. However, I still plan to put it in for the first major update to DR2 (and backport to DR1, if possible). I have to learn how iCloud works first.
I finally finished creating the new magic items for Demon's Rise 2. It has a whopping 650 base items ... almost twice as many as Demon's Rise 1. So with the same random item creator, there are probably hundreds of thousands of possible items to find, collect and equip in Demon's Rise 2. I also didn't create any junk items that don't do anything this time round, since those weren't very popular. The new items will also be ported back to Demon's Rise 1 in its next patch since the two games share the same item database.
Here's a pic of the second last campaign level ... which I'm currently testing and tweaking. It features the 6 heroes holding a bridge against a small army of high-level enemy knights, wizards, monsters and an insanely huge War Wyvern. This beast makes the Wyverns in Demon's Rise 1 look like hatchlings in comparison. IMG_0124 by Rajpreet Dhillon, on Flickr I'm testing on an iPhone 7 Plus, iPad Air 1 and iPhone 5. The above shot is at max detail / graphics which the iPhone 7 Plus runs easily at full FPS.
Thanks. The level worked out really nicely. It took me a couple of attempts but with a party that has characters ranging from 10 to 7, I was able to beat it in a very tense and close fought battle. There were risks I took (which ended up being bad choices), changes in strategy and about 4 separate times where I went from thinking I would win to thinking I would lose. Interestingly, it wasn't until the second last turn that I was fairly sure I would win. In the end, I beat it with losing 2 of my party members and 1 ally. The big difference between this game and the last is that every level has been heavily tested and I've tried to ensure that the difficulty curve to continually challenge the player. I want to make sure that players don't find the game too boring .... and will have many, really close and epic battles (win or loss). I have to check the last level now but up until now, I'm really happy with how it's come out. I honestly believe this will be the best tactical / strategic RPG on the app store when it's released.
You should be very proud of your work. Its AMAZING... One thing i would like to see in the sequel. Would it be possible to make the patrol mission, less random? What i'm looking for is a way to play all the patrol missions without exiting, and restarting, hoping to get a mission that i haven't play before.
I didn't go that route unfortunately ... I did randomized patrols by location. At launch, there are two locations (forests and dungeons) and there are 15 patrols in each. I'll put that on the list to try and change via patch update.
Here's an animated GIF of the character selection screen. This shows the animations of when the Blood Shaman character is selected. The Blood Shaman's a warrior with dual weapons and cleric. His spells focus on buffing melee abilities of allies and there is a small chance that whenever he casts a spell, he and nearby allies will get a bonus attack (passive skill).
Also, I'm just compiling the final build now. Will spend one more weekend testing on a device and then will work on submission process on Monday.
Just one little suggestion. Is it possible to incorporate the ability to turn the characters around at the initial selection screen? I've noticed more games using 3D graphics allowing this and I think it just adds one more dimension and slickness to the game. Not a big deal but just thought I would ask.