VERY cool! Thanks for the trailer! The in game footage was icing on an already delicious cake! On a side note, your narrator sounded very similar to Don LaFontaine (aka the late King of Movie Trailers). Definitely looking forward to playing this because I grew up playing all of the games he mentioned. I'm currently waiting, anxiously, to donate to your game's fund whenever the donation system is in place.
I'm glad you like it! And thanks for your support in advance! The narrator is Kurt Kelly, a very talented voice actor. He did a great job with this trailer. *sigh* I wished I could dub the entire game. But that's VERY costly. However, this could make a great strech goal for the upcoming campaign, don't you think?
Looks great but having no compatibility with ipad 2 or ipad mini, im not sure how popular the game can get. I guess i can still play it on the 4S, but we'll see.
iPad2 and iPad Mini are officially supported. But the iPhone is not due to the tiny display. A 5 inch display is the absolute minimum. So if you own a Samsung galaxy S4 (e.g.) you can play the game on a phone as well.
I love Dungeon Master and Eye of the Beholder. I would buy this £££ in an instant if it worked on my ipad2. With all the ipad2's and ipad mini's out there, I think its a HUGE mistake to make it ipad3 plus only. I have an ipad2 and I won't be upgrading this year or next year and I'm sure I'm not the only one.
Looks awesome! I'm always on the lookout for EoB-like gems for my iPad, I hope it won't end up like Legends of Grimrock. Please tell me You'll implement automap to the game... As much as I love oldschool crawlers, the time of pen and paper maps are long gone for me. Keep it up!
Hi, sorry for the delay of updates in the last weeks. There is a lot of progress, but mostly internally in my company. The reason? To fund this damn expensive game! Beside the planed crowfunding campaign there may be some other options - options I have to evaluate but that take a lot of time. And I'm very sorry for that. But finally, even if it takes some more weeks, once we have the budget to finally fund this game everything will go to plan. After all THIS game is my absolute dream project and I will never abandon this dream of mine. So all I can say at this moment is: please give us some more time. The game will become a great adventure. Apropos the greatness of Dungeon Myths and the requested automap feature... In my initial post I have written this will never happen. Because I, for myself, loved the feeling not knowing where I am exactly and what may wait behind the next corner. I have never drawn any dungeon map sketches, but I know a lot of other gamers did. And I know they loved it. Back in the early nineties. Well, now I'm thinking this may become one of the compromises I have to do to reach the current audience with this game. There are not a lot of hardcore EOB and Dungeon Master players left like me. So yes, this may become realized. Maybe as an InApp purchase for 10 dollar or more? Mmhh, interesting idea... Please be patient, the game WILL come. All the best, Axel
Well, as for myself, I love to discover every little corner of a map, and without an automap, it's totally impossible. Actually I hate it when I'm lost on a map with similar wall textures and corridors. Trust me, a modern day dungeon crawler without an automap is suicide, and turns down a lot of players (and I really WAS a hardcore map-drawing player with the EoB games, but I have a life now ) Also, I'm not into app prices, but 10 bucks for a basic feature is only appropriate, if the game itself is free. But I'm all hyped for the project, so keep it up!
Yeah, I totally agree! I grew up playing Wizardry games, so I've definitely had my fair share of mapping out dungeons. I'm definitely FOR including an automap with the final game, although I don't think it should be an IAP because there's such a bad stigma about them on the AppStore. Just my opinion. Really looking forward to this game though, and I would DEFINITELY pay a premium price or it.
I posted this in another thread but thought it would be better here since the game is still in development. ----------- Is there a story to it or is it an endless procedural dungeon? I much prefer the latter to be honest. Have you watched Stargate Universe? The series was discontinued but it centred not on exploration and meeting new species but rather, how the crew interacted with one another. I thought that was great as new species often end up looking humanoid and rather boring but how the ship's crew engaged with each other made the whole series very interesting. I thought perhaps developers should try that in their RPG. Keep the story simple and let players create a team and enjoy how members interact with each other and with the player. Interaction rely heavily on scripted voice acting, which will probably drive production cost up. Examples include: Interaction between team and player: 1) You try to flee from an enemy and the paladin in your team speaks up and goes, "no retreat! To the death!" and your team ends up fighting and getting slaughtered. --> % chance of this happening rather than occuring all the time 2) You attempt to sneak past a guarded hallway and the dwarf fighter in your party suddenly yells, "cheeeeearge!" and you get drawn into battle 3) The magic-user in your team says, "my spider sense is tingling" right before you step over a trap and a fireball comes hurtling at you Interaction between team members: 1) You decide to make a team of three males and one female. Your male teammates will have a % chance to make cat calls or wolf whistles directed at the lone female when you are exploring the dungeon. At the other extreme, you can have male chauvinists or female members hitting on the dark and handsome fighter 2) The rogue snorts in disdain when the cleric prays for divine intervention as the rogue prefers to rely on skill These form of interaction requires a lot of foresight to work, so each character class, gender and race would have dialogues prepared and would have a % chance to act them out when specific triggers are met. This means getting voice actors to prepare lines that should be compatible with classes that might be added in the future. You as the developer will save on not hiring someone to write a story and just focus on getting voice actors. The objective of the game is therefore to enter a dungeon, kill the boss, collect reward. Rinse and repeat. There should be no saving and death is always a possibility. As long as your team doesn't wipe, dead members can be revived in town. Statistics for each character is important. This should't be difficult as the game keeps track of what your character does. Avg. dungeon time (from start to finish), dmg dealt/received/blocked/dodged, no. dungeons survived, types of monsters killed (getting the killing blow on), healing done, traps/chests unlocked etc. After each completed dungeon, a log describing the team's adventure (like minutes of a meeting) is generated and players can post them on the forum etc. The town is all centred on one screen. No pointless moving around. Tap on the blacksmith to access store, inn to get "missions" or hire new members etc. This is how i envisage a contemporary version of the 90s dungeon RPG to be. I see a lot of developer get bogged up in creating a wonderful story, which to me is a waste of time as everyone lacks imagination. It's always you are the hero out to kill the bad guy. You can add in lost father or grandmother but the premise is the same for every RPG out there. Boring. Waste of money hiring someone to write a story. Let the player create their own story.
Interesting view on play style. Personally, I LOVE voiced characters. Both Baldur's Gate and Wizardy 8 had incredible amounts of immersion beause of it, so I'd definitely be all for it in this game. As for story, though, it's definitely a mixed bag. I've played a lot of RPGs in my time, and I really can't say there was ever a story that actuality stuck out (like a good book would). Although, be that as it may, I still like the idea that I'm ultimately working towards a specific "end goal" nonetheless.
The specific goal i had in mind is not to save the king but to get "phat" loot and survive to tell the tale the game i envision is afterall team-centric rather than how far am i to finishing this game. There is no finish line. I was thinking there the procedurally generated dungeons would have difficulty levels, which scale with team lvl/power rating: Easy mode - standard monsters that do not use any abilities in combat, generic loot, max. 6 team members allowed Medium - monsters have higher hp, move faster, hit harder, use ability, better loot, max. 5 team members Hard - monsters have hp = combined avg. dmg of team x 2, dodge more, block more, uses abilities often, high physical/magic resist, good loot, max. 4 team members Loot/reward should not be overboard. I was never a fan of the old d&d with +5 longsword of dragon slaying etc. Magic items should be rare and when you do acquire one, you get a real sense of accomplishment. Think of it as the opposite to what Diablo loot is. A scroll of escape from an end boss is good enough because the objective of the game is to survive, not to kill bosses at the end of a dungeon. Killing it is just a bonus. Surviving to tell the tale is more exciting. You want to go as deep into the dungeon as your team allows you to, then make out with whatver loot/exp you have acquired and talk about your encounters over a pint at the local tavern. Whilst at the tavern, some random bloke offers you a contract to clear the nearby cemetary of undead. Accepting this new contract will make you think, 'hey, maybe i should swap out that strong will dwarf (tends to charge at opponents but his stubborness makes him immune to paralysis affects, e.g sleep/stun) for a wimpy elf cleric. So now your next mission is to survive the cemetary, hopefully clear it and come back for your reward. Thus, there is no grand goal to the game. No saving the kingdom, no taking down some demon that is out to take over the world. It's all about your team and you. Do you feel comfortable tackling this mission with the team you have or should you lvl up another character to enable you to "branch out" and accept "undead-type" missions. The town (as i mention before) is all centred on one screen. Think Book of Heroes to understand what i mean. There is a day/night cycle to give the effect of a living, thriving town. When you enter a dungeon, a timer is started and when you leave it after an hour or so, it might be dark already when you finally emerge. It gives a sense of progress. Because this is a team-centric game, character portraits would be high res, not the poor quality run of the mill ones you find in Baldurs Gate. Think the little portraits you find in Starcraft and you will have an idea of what to expect. Future expansions could include: 1) the underdark (drow elves!) + new drow elf class (with sexy voice acting!) that you can add to your party 2) character traits, e.g. noble blood (higher to-hit roll, will not run from a fight), strong will (immune to crowd-control affects but tends to be more gung-ho), devout (stronger healing spells but despises violence so will not pack any attack spells) etc. --> traits further immerse player with their team 3) time-out aka long-term injury. Think football where your players can suffer with injuries like concussion, broken ribs etc. Adventuring is no walk in the park. Your team members can suffer from fright after encountering a mighty lich (tendency to flee from battle for the next 24 hour), chronic back pain (fighting little goblins all day tend to hurt your back, -1 to hit for 1 month) etc. --> LTIs forces you to swap out members for fresh blood, sometimes making unavailable that heavy hitter that you rely on a little too much The list goes on. If i had the resources and progamming skills, this would be the game i would make. Endless. Resource management. Team building. Loot collecting. Stats tracking. No redundant game mechanics, e.g moving about town looking for that shop that sells weapons (instead just click on the shop and you open up a menu of items for sale).