Maybe down the road then. I'd even be up for a premium price for the feature as an IAP ($9.99ish) because including it standard would likely reduce the possiblity of microtransactions. The reason I like random maps so much is because hand-crafted maps feel very linear to me, and I like sprawling, open, "anything goes" kind of maps. Ya know, like the maps in Heroes III...
Is this the same palm heroes on windows mobile? Seeing those screenshots reminded me of a game i used to play for hours on end on my xda2 a few years back... Didn't know it was ported iOS!
Looks good. I've pretty much gotten all incarnations of Palm Heroes II, so looking forward to all the improvements of PH3.
The game is pretty good interface wise, considering we have a "one button/touch" rather than "two button" interface. The swipe system works pretty well now. Interface wise, the only things I would be the combat screen. I would like it more if I could click to select and highlight a space/enemy and click again to move there. I would also like to see options for increased animation speed in combat. I think the main changes I would like is more content and more vivid graphics. I have said earlier in this thread that the appearance is kind of "meh." The creator replied that it is actually higher res than Heroes II. I have no doubt that this is true, but the combat screen is still quite ugly in my opinion. I would very much like to see a combat screen with larger characters, a more reasonable number of hexes, and more detailed characters/scenery. Something like what Heroes II and Heroes III were. The adventure screen looks great and the town scenes are good as well. I would also like to see more content (if possible). This includes unit upgrades (similar to Heroes II and III) and possibly a new town. The Russian town is pretty interesting, but I think it could benefit from some more fantasy elements. There could be mythic creatures/warriors from Eastern and Central European folklore. Maybe a town building that's essentially Baba Yagga's chicken leg house that grants the town some kind of bonus. Right now it feels like someone just dropped medieval Muscovy into a Heroes game.
>>if I could click to select and highlight a space/enemy and click again to move there You'll have it. >>increased animation speed in combat. Me too. Consider it done. >>vivid graphics Just wait and see Combat is one of my top priorities right now, comfort-wise. >>unit upgrades PK2 has unit upgrades. You can upgrade units inside a "war academy" map construction.
I'd like to see upgrade trees like in HOMM, available in your own towns/cities. A larger variety of BIG maps would be nice too - I like to play a single scenario for a long time. And no IAPs, let me buy the whole game at once, even if that means you have to charge a higher price. I don't begrudge you guys the money I've paid for maps, the game is worth it, I just wish I could've bought the whole shebang up front.
Will PK3 have async multiplayer? Biggest question for me. Will pay $20 for it if it does (as will my buddies!)
Unit upgrades in castles would be better and more like HoMMIII. Hopefully we can see some screenshots soon.
Just played PK Classic 1.6... we must have the most forgiving players in the world It was total interface hell, don't even want to try finding PH1.0 on torrents - too scared Looks like it took us four years to finally make it right. Async MP ... is... planned. in fact, we even test played it on Win Mobile. Then came the iphone port, and the development of that feature was put off. Upgrades in castles are planned too. As you may guess, that's some intensive drawing task for the castle view screen. If not for the initial release - then in updates. We also have a castle siege game coming up. Multiplayer and single mode. PK creature universe. A classic side-view castle siege, but with an unusual MP mode. Undead enemies rise from the center, with player castles to the left and right. Necromancers attack in two directions simultaneously, and if you beat the undead waves, your forces continue to the other player's side to help the undead beat the hell out of the other player That one is iphone-ready for now, thinking of starting a kickstarter campaign for hi-res screens support for it (ipad 3 and others)
Really appreciate the updates. Thank you for keeping in touch with us Heroes Junkies here. I don't know how close you're allowed to come to PC Heroes products but we're all pretty excited to recreate that experience as closely as possible. Async multiplayer should really give this some hang time
I've been playing a lot of HOMM1 and 2 lately to see how I can re-use the familiar user experience and apply that to the touch interface. I designed all dialogs from scratch. Victorash saw the interface, and described it as "clean, beautiful, native, more efficient, and "very heroic"" Under Async MP I meant online MP. It was in a hot-seat turn mode, but we had plans to go for simultaneous turns. If you don't know how that works, play Civ4 on the desktop. Hot-seat on the same device is already implemented as you probably know. A couple of questions to you guys: 1) Do you think the "buy all creatures for all available funds" is really that useful? Taken into account that we've got a double-tap buy all creatures of that kind gesture shortcut? 2) Do you think that such a button is necessary on the screen with castle image? 3) What's more convenient: a slider recruit control, or + / - buttons HOMM2-style? 4) Do you think we need a "put all creatures to hero garrison" button on the castle image screen?
Royal Bounty (as separate games for iPad and iPhone) is free today (2/25/2013). Fingerjack is also discounted to $0.99 And here are some promos for you: XPPY4RFHRPW3 LKAXYEHRAEYH WLXFA7FNF647 ALWWPXL64E4W MEX4JJJK9XNJ P7A4YRAPLWTA KK97W3YPMNN3 AWX3J6R6FPP6 HK9PMRTFJTAK FLXJ3LYMATRH
In an effort to pull additional Palm Kingdom 3 details from the developer I made a thread in the upcoming games section: http://forums.toucharcade.com/showthread.php?p=2703145#post2703145