I gave this some thought and I'm wondering if I could improve the enemy info button that appears when you touch an enemy to also show the hit points? That way, touching an enemy would show you their remaining hit points and you wouldn't then have to click the enemy info button as well. Let me know your thoughts.
Sounds like it was a conscious design choice on your part. I was just wondering. I've learn to adapt with the Checkers mindset that when you're finished touching a piece, it can't be moved again. It would be nice to though.
I just changed it in my test version and it seems to work really nicely! Now characters can move, attack, move again, do an ability, move again, etc. All in the same turn as long as they don't move beyond their max movement range. It was a really simple code change and seems to work great so far in testing. Thanks so much for the idea. I'll be moving this enhancement to both Demon's Rise 1 and Demon's Rise 2 in the next round of updates.
I've added this and it looks pretty good. I'm doing a test build now so I can't take a screen shot but tomorrow I'll post a screen shot as a preview.
Awesome! Thanks so much. I'll echo what someone said over on the DR2 forum, that I always thought it was part of your design and not a bug. You continually keep making a great game (make that 2 great games) even better. Congratulations!
Here's a preview of how it will look. This image is from DR2 but it will be the same for DR1. new GUI preview by Rajpreet Dhillon, on Flickr Let me know what you think.
Looks good to me. Not sure what anyone else would think though. Another concern could be would new players know that they click the monster portrait to open up more detailed info. Previously, you had the question mark which is a clear sign. But if it is covered in the "Game Rules" or tutorials then it is nothing to worry about. Edit: Another possibly more pleasing presentation is using the same circle for HP similar to the ones in detailed monster info or during attack; that way you don't need to put the total health but instead use the red meter to represent current health relative to total health. Put the circle in the top left of the portrait and the question mark on the bottom right of the portrait. Here is my horrible mockup https://www.dropbox.com/s/l6qz3vh60q48snd/File%2023-11-16%2C%2010%2002%2031%20pm.jpeg?dl=0
That is a very interesting way to do it. I like it ... hopefully it will work out nicely. I'll give it a shot.
I implemented something similar to your mockup. Check it out and let me know what you think: Updated GUI by Rajpreet Dhillon, on Flickr
Here's a further update. This is the new GUI that will be added in the next update: Demons Rise 1 New GUI by Rajpreet Dhillon, on Flickr The next update will also change the game rules and allow characters to move multiple times in a turn! So they'll be able to move, attack, move, perform an ability, and move again. The only rule is that they can't move more than their maximum movement range in a turn.
I like it! Will you be able to pick up potions and scrolls as well, while moving, or do you still need to finalize your movement on the item?
You can pick up a scroll or potion on the move, just move to the potion / scroll first and then once he moves there (and picks up the item), select another tile to continue your movement. It has a huge impact on the game. You can now select a character, have him move to one enemy, kill that enemy, then move to pick up a AP potion, use an ability due to the AP boost from the potion and then move somewhere else to attack. It is really game changing actually and definitely a huge improvement.
Cool! I like that the character doesn't automatically pick something up as they move through the tile. You may want to save it for another character to use that turn, or later in the battle. Good design.
I agree with a poster that I don't mind both the previous and new player portraits UI; I think it is because I depend a lot on the small bars under the units. The pink is morale while the light blue is AP I presume?
It's awesome to return to this game after putting it down for a couple months and seeing all the engine and quality of life improvements you've added, as well as the huge roster of heroes. Good stuff! I'm sure someone else has mentioned it at some point, but something I'd really like to see in these games is an iCloud slot or some other way to sync / backup saves. The campaign is pretty lengthy and since the game itself is ~1.5 gigs this would be a really nice feature to have, even if it's a purely manual upload/download.
Yep, it's on the list. I just need to learn the stuff and figure out how to implement it without corrupting existing save games. Are there some games that have a manual "Update iCloud" button because that seems like a safe way to implement it?