Although always planned as a universal release, we thought of it mostly as an iPad game with pretty classic mouse-like controls combined with guestures for spells. But now we keep movement and fighting completely in the conveinient thumb areas on the sides, using swipes to either attack or block, cock and aim crossbow, direct spells in certain directions or start a combo. Timing and aiming certain body parts will especially be important for fighting boss monsters. So Shadowkeeper will be more action oriented than the classic games. But choice of weapons & spells will have strong influence on fights so a little thought might replace lightning fast reflexes. The central area will be handled mostly like you are used to, but touching will automatically bring up a party inventory. Weapons and armor will not be pulled around but all available/usable will popup when touching the respective slots.
holy sh*t! That video and the pic above got me sold! Cant wait for this! After being kicked in the nuts twice for kickstarter campaigns, im very hesitant to contribute. I really want to, but there's that feeling holding me back now.
That forest shot was the first test, expect it look really eerie. About Kickstarter, your decision of course. We don't need a huge team to be paid for months, so any donation is welcome and helpful. And we decided to give at least a small (but nice) physical reward to all backers up from £10.
No, you just missed the info that it will (hopefully) be up through december. Very busy preparing a trailer ATM.
Sorry for no new news and screenshots - we took many of the forest and cemetery, but they just haven't met our expectations yet. While "real life" played some dirty tricks on me the last two months, Andreas used the time to rewrite the render engine again (substituting "multiple render targets" in iOS without them actually being available in the openGL implementation), which increased performance and lets us add some needed detail to the overworld. Also Kickstarter will be delayed to January and probably replaced by Indiegogo, but will post some shots and short clips from the trailer here throughout december. And we struck a quite nice deal for content (monsters/buildings/animations) which further reduces the amount we need to ask for.
How goes things with Indiegogo start-up? How about some shots and short clips? Looking forward to Shadowkeeper!
We're working hard to get things done for the promo video. The engine has been refactored into a deferred renderer now which makes it less polygon dependant, so we can have much more dynamic lights etc. Also a javascript interpreter has been incorporated to be used to implement the puzzles and general high level game play. This will also be accessible from the editor allowing you to create complex puzzles or tricky AI f.e. Stay tuned! /Andreas - lead programmer & founder
Milestone reached! One of our milestones has been reached. The script engine to control the levels is now working and makes it very easy to create complex puzzles and interesting dynamic environments. A current simple test was to create a proximity sensor that detects when the party is close to a gate and automatically open that gate as long as the party is within reach. This tech together with the very versatile 3D engine makes it a very general dungeon crawler platform that lets us easy change and adapt the game play depending on test outcome etc. Stay tuned for screen shots and promo videos. They're next in the pipe so that we can start pitch a crowd funding project to get the funds for the remaining graphics and music! /Andreas - lead programmer & founder
Thanks Andreas for keeping you updated a little while I went through 2 month of an unnecessary financial and personal low, that was luckily temporary, but unnerving and time consuming. Back to the game, from the start I had the bad idea of a huge overworld with city, cemetery and woods and while they are still in, all the problems (with view distances, lighting etc.) kicked in also I was sure I thought of clever workarounds for them. This took time and we are still not happy with the looks, so I am reluctant to post screens. No apologies for being slow, this is no paid full time job. So we are changing to a more "when it's done" attitude and the crowdfunding will happen closer to a foreseeable end date. All I can promise - we'll post the single takes of our huge pitch video here as they come.
Hey guys, just to let you know that I'm also very enthusiastic about this project. Can't wait for some new screenshots! -Cheers!
Lot's of real life stuff but we're ofcourse still in development. Current focus is on the level editor.
The number of posts in 2013 more or less reflects how much time we found for the game 2014 seems to start a little better, focus is still the editor and to get a first level with some basic gameplay running. Please expect nothing to be released in 2014, not even the smaller prologue we are focusing on first.