Amen. At least one developer is still making the premium games. Madfinger and Gameloft have sold out to freemiums or paymium
If its mostly a memory issue, will the iPhone 4 be supported, having 512 mb of RAM? Are you planning on any special effects for the iPad 3? Are realtime showdows and ragdoll going to be in the final build? What framerate are you getting on a5/a5x devices? Will you be supporting retina for the new iPad or maybe just a resolution bump with AA? (and my favorite) can we tweak any of the graphical settings ourselves?
You're clearly mistaking Crescent Moon Games as "developers". They're publishers, not developers. They don't actually make most of the games that they sell on the iOS market, but they definitely contribute into the making of the game.
This game looks INCREDIBLE! And its free roaming! Terrific work CM games. Guess Unreal Engine isnt the only way to go. My only scepticism about this game is the writing. Don't get me wrong Josh, I liked Aralon (even redownloaded it recently just to find out how much have graphics on iOS progressed in a year), but the writing was very uninspired. The quests were pretty bland, WoW style. The dialogue with the black dragon that had a nail or a woodchip in his paw was cringe indusing. Again, I dont want the wrath of the fans on my ass, just wanted to share my thoughts. IMO, the best written (and overall the greatest) free roam RPG for me is Morrowind. Spent hundreds of hours in that world at the time. And a big part of Morrowinds greatness comes from the incredible writing. I still fondly remember the quest with the barbarian Umbra, whom I spotted by accident on a mountaintop near a small city. The whole story (Umbra's story) was so well written, I really felt for that guy. Thats just one example. IMO, the problem today (the fact that we dont see games like Morrowind anymore) is that the development cycles of games went out of control and the developers are working alot more and because of that they want the gamer to see (and hopefully appreciate) everything they did. The game worlds are smaller, and everything is tightly fit around the paths that the PC will take. There are alot less surprises in the wilderness, aside from copy-paste caves and crypts. Whoa, this post got out of hand. Sorry about that. Anyway, I am waiting for Ravensword and good luck to you Josh (and the rest of CM Games of course).
As far as I understand they are both and they are the developer in the case of Ravensword 2 As long as they use paragraphs I am happy
But, they aren't the only devs of Ravensword 2: CMG didn't develop Aralon themselves as well. Galoobeth Games had originally started developing the main part of the game and then, CMG stepped in to help them.
CM games aren't only publishers, but they are also developers (or co-developers if you wish). They contribute to all games they sell.
I don't think that "Rimerlands dudes" are co-developers of RS2, I think Josh said that he got some experiance or scripts from them, imo. But here is another RS2 developer:
you'd have to fly around within a zone - that would be the limitation. believe me, it would be amazing to have a seamless world - but we take up a lot of memory just loading one zone. these zones are pretty large though! We also use zone connection for save data purposes, when exiting out of an area it saves your data, before you move to the next area.
Can't wait for that feeling of victory when I send an arrow through someone's forehead while 1000 ft in the air