Well, here we will do what we can. You can play all 7 classes at will - adjusting your party whenever you like. And let just say - that not all champions will react the same to the events that happen during your ultimate quest. Some just embrace whatever happens along the way, some react quite poorly to the hard decisions you have to take. So yes, champions will develop some personality along the way, however without thousands lines of dialogues - I want to leave some to the imagination of the players.
Maybe more on combat, since I got a lot of messages about that: Instead of turn-based, there is a real time combat with slow mode, as it offers more joy and greater unpredictability. Our approach is as follows - there is a certain family of enemies that you encounter - e.g. Unliving - they consist of 5 types - three smaller enemies: melee, range physical and range magical and 2 larger enemies, that also have certain skills of their own. Each combat encounter - there is a certain power value of monsters that will spawn and they appear with certain regularity. So, in a given "wave" you can either get 2x melee or 1x large range caster - requiring you to deal with them differently. If you don't kill them / disable them fast enough - you will get overwhelmed. So each combat will play differently. .
Sounds good. By universal app I am asking if the app will be the same on iPhone and iPad. Meaning I buy once and install on either device. Or will it be iPhone only or iPad only. Or 2 apps one for iPhone and one for iPad. Are you needing beta testers?
Diversity Here is the example of the diversity of the environment - one image with typical fantasy setting and second not so typical at all.. - but all fitting the main story.
Due to complexity of combat mechanics, the game will be marketed as Ipad only. 6s and 7+ with 5.5inch should also be ok. If we have successful launch, the plan is to release just iPhone version (adjusted UI and camera zoom) - for 4.7inch - shortly after.
Oh dear god, please, please, say you have tested this on an iPad Pro 12.9" and the resolution is fine and all UI elements line up correctly. It has been a problem with a couple of new games released that required patching to fix.
Pre-Register? Is there a way to pre-register for the game? Game looks awesome and I don't want to miss launch.
So it'll be marketed for iPad but still will be universal to allow 6S/7+? I'd be happy to test in my 6S+ if you want any feedback on how well it works on that size screen. Game looks fantastic!
All the best to you guys with successful launch so I can get a chance to play on my 4.7 inch iphone haha
Oh yeah! Insta buy! Also, is the character management and party interactions similar to Dragon Age Origins and Neverwinter Nights? I mean like character customization (name, sex, armor, etc) and party interaction (romance, party members banter or say something about the quest or area, etc)
I'll definitely be picking this one up. I did want to provide a minor feedback however: In the trailer, the character run cycles are a little floaty, that is, they move faster than their animation would imply. It makes it seem like their on a conveyor belt. Adding character shadows- even just circular blobs- and things like ripples when running through liquids, would really help them feel as though they're in the environment. In the trailer footage they appear to be floating above it. I don't see any newer footage on your YouTube channel, so I don't know if this is something that's been addressed already. Good luck, looking forward to it!
Hi, Thanks for the feedback. Animations - yes - we are changing our animation system. They look much better now. Hope to share some new video soon where it will be visible. Our Mystic class will still fly, she refused to walk on the ground with other heroes. She threatened to leave us for some other undisclosed game otherwise. Shadows/small effects - well, our assumption is that we will need to turn of the shadows for IOS, since we have very demanding graphics and intense effects already, especially in combat. We are constantly checking however what can we afford as not to loose on iOS the looks that we have for PC. We should able to afford some soft shadows. Ripples -- good tip, thanks for that. We have plenty of fluid surfaces so it should look nice.
I thought this was in the vein of games like Baldur's gate, etc but it looks like it isn't. It's like enemies come in waves as seen in the trailer ( I saw a "Wave 6") and you have to defeat them before time runs out to reach the next wave? And maybe after like the nth wave can you proceed to the next level
Good pickup about that "wave 6". I missed it till you pointed it out. # Could be more like a Tower Defense game. This is very disappointing if true.
Update Hello All, We have added tons of new screenshots from the tower on our website: www.toweroftime.co Regarding Combat: It is a new approach. When you encounter enemies, you are moved to a tactical map. Your objective is to survive all waves of enemies, depending on the level of given encounter, there can be between 6 and 15 waves. Each wave has a predefined HP Pool of Enemies. Game will spawn monster at random from a family of monsters - e.g. Undead T1. Enemies are split into: Regular and Large Melee, Range Physical (countered by Armor) and Range Magic (countered by Elemental Resistance) With additional skills (e.g. Ground Tremors that reduce Armor of your heroes) or no additional skills So it is totally random and even in the same place, you will never have the same encounter. Wave 1 - you could get 2 normal enemies - e.g. Skeleton Warrior, Skeleton Archer .... or Skeleton Archer and Skeleton Mage... or you could get 1 large enemy - e.g. Dead Knight or Wraith.... Additionally - they could spawn in far location or close to your mage, which would require you to react accordingly - move him out or intercept this enemy with one of your warrior classes. There is a time gap between new waves, so if you are slow to neutralize enemies, you risk that you will get overwhelmed later. As combat progresses, HP Pool of enemies will increase. Wave 10 for example - you could get 4 normal enemies, 2 normal enemies and 1 large enemy or 2 large enemies. It is very dynamic, therefore using slow-mode option -- which allows you to slow down time to 5% - is essential to survive. You can asses new threats, issue order to re position your champions or do a chain casting if you are in particularly tough spot. Or move certain champions behind a cover, so you wait for the enemies to come to you (if there are particularly nasty range enemies). Or --- create your own wall to define how the enemies will move and perhaps plant a trap in their path. What's more. You can replace your champions at will - select four of out seven available classes. Will you take 2 durable front-liners - Shieldguard and Runelord and 2 dps classes such as Marksman and Mystic... Or perhaps you will risk taking only 1 warrior Blademaster, 2 dps classes and add support Druid? (I used tank, dps, support terminology - but we do not really have this approach. Each champion has a certain role due to the weapons he/she can use, but for example Runelord class, even if he can wear heavy armors and fights with melee weapons, could be build as a close-range mage. Also, each champion has 6 skills that can be customized with booster effects, but you can equip only 4 skills at one time. So - Druid for example - you can take a Essence of Earth, a party buff, adding Earth damage to each auto-attack or take Summon Elemental. And if you decide on Summon Elemental - you can take Earth Ent - a very tough melee tank... or you can switch it to Water Elemental, fragile +water damage range caster. The objective of the combat is therefore: - balance your party, adjust it for the challenge and the enemies you face on a given level - move your party during combat, protect your fragile dps with tanks - plan ahead and use skills wisely. Mana does regenerate but very slowly - survive until the end of combat (we replaced timers with % - showing how much HP Pool of Enemies is left) - find best synergies of classes - depending on the skills you select and which enchantments you will use on weapons and armor (enchantments are very powerful and expensive additions, e.g. if you equip your warriors with lifesteal enchantment, perhaps you will not need healing support of Druid?) Below you can see some of our combat maps directly out of Unity.