Option C would be pretty cool if you were to put NEW stuff with it - not things we need such we weapons etc. Stuff like new dungeon designs, new looks for weapons, etc would be fine.
Teh_Ninja, LostLegend, yes. IAP gives you new character classes and extra modes/unlocks. Creating a new character gives you default equipment for that class. Whatever your character has when he leaves a dungeon is what he has.
Personally I think option C would be what I prefer. I say this from the point of view on how I like to play the game not from any point of view on how much I would be willing to spend and on what. I like playing the game by starting the same every time and discovering some new items as I progress and hoping that I come up with the most awsome set up for what I encounter. With options A and B i feel the game would get to "micro-managey" on the front end. Now I have to worry about what combination of gear i pick to start with and how that dictates how fast, or well, or deep I am able to progress. ( well dont have to but you get the gist) I guess I wouldnt be opposed to having gold being used at some kind of in dungeon store with a random selection of loot. But that does not feel very fargoaly with how I am used to playing. Just leave the gold as temple sacrifice Oh and I am not opposed for new character classes, tile sets, and other new feature type stuff being IAP. that does not truly affect game play other than adding new neat options. ( and looking forward to trying some of them out)
Option C most def! Both A and B, methinks, would change the feel/atmosphere/speed/spirit of the game. As you can see, I am having trouble finding the exact word to describe what I mean. Guess it's important to me to keep the game Fargoal at it's heart. I'd like to explore and fight and die like crazy and not have to spend much time making decisions. Hope you'll keep the RPG-ness to a minimum. Was gonna say that's my two cents, but it turned into four cents, go figure. Big smile.
Option C by a landslide, all thanks to bluewomble88. Doffie! Yeah, 2.0 has (way) more items and stats and stuff, but we are streamlining the experience and player management duties to a minimum. And the UI is definitely a lot better too. Basically, we aim to let the character do all the work and you just play the game.
Sword of Fargoal nominated for Best App Ever Retro Game for 2010 Most of you already know, but we've had the honor of "Sword of Fargoal" and "Sword of Fargoal Legends" both being nominated for the 2010 Best App Ever Awards in the category of "Best Retro Game." Doffie did us the kindness of posting a similar link on the "Legends" thread. Thanks Doffie! We're pleased to get the nomination this year! It would be even more cool if we won! But we realize we are amongst great company this year as we were last year. If you find it in year hearts to follow this link, scroll down to the "Best Retro Game" category, and if you think we are a good pick from the great choices, then VOTE FOR US!! in both the iPhone and the iPad columns of the nominations! http://bit.ly/i7VNDS Thanks in advance for your consideration. NOTE: There are only seven days left for voting! Sincerely, Jeff McCord, Fargoal, LLC
Already done! I even voted for you in the iPad category over my equally beloved Infinity Gene. You were my choice without contest in the iPhone category though.
Good to hear, buddy Paul. Sometimes it seems that devs feel compelled to add elaborate RPG elements to games which stand up just fine without those and become unwieldy when they are added. And often, in these forums, gamers first ideas for improving games involve turning them into RPGs. I don't get it. A game which is built from the ground up as an RPG is an entirely different (and superior) animal. Cheers!
Well, since we are adding character classes, extra elements are needed in order to differentiate them. So basically, we're adding a few extra stats and skills. In Fargoal 1.x, you basically have hitpoints and "battle skill." There are some internal rules and scaling factors to differentiate the different monsters from you in terms of these skills and damage dealt. In 2.0, we are extending these to add the extra skills necessary for different classes to do their thing, as well as some extra random stats to give your hero a bit more flavour. So what we will have now is: Stats: STR, INT, DEX, CON - These will determine how well you can execute your skills, as well as how your character handles other stuff (poison, climbing pits, etc.) Skills: Battle, shooting, magic, and tinkering - should be fairly self-evident, but I'll let your imagination fill in the blanks. So the above stats are rolled when you create the character, and the skills advance as you do related stuff and level up. You don't really have to do any management to make things happen. Just fight, pick locks, etc. and it all happens naturally. Most of this is really just under the hood. Also, the different classes will have some special skills that become evident as you play.
Sounds excellent to me, Paul. One of the greatest attractions od Fargoal for me is that, once you've rolled out your hero, the game just flows from there and all your decisions (where you venture or explore, which shields you choose to pick up or not pick up) are within-game decisions which don't interrupt the flow. It plays fast, whether you play a single game for many hours, even days, or whether you die fast and immediately take the plunge into a new game. No real management once you're there inside your adventure is just right. FastDoffie
At Macworld Expo this week! When do you suggest for someone to buy Sword of Fargoal? NOW! For anyone who happens to be going to Macworld Expo this week (Thursday, Friday, Saturday in San Francisco), we will be at Kiosk #26 of the Mobile Apps Showcase section. We will be demoing Sword of Fargoal 1.7 on the Mac and an early version of Fargoal 2!! Please come and say you read about it on the TouchArcade Forums and say "Hi!" while you are there! In celebration of our Macworld Week we are now offering Sword of Fargoal (1.7) on iPhone for only 99¢ for the next five days! (until January 30th). This is the LOWEST price we have ever put it on sale except for the one time we were on "Free App Calendar" for a 2-day period last year. If you have not gotten Sword of Fargoal, or if you know someone who *needs* it, 99¢ is hard to beat! Help us out by tweeting about it and telling people nows the time to buy. — Jeff PS: And as a footnote, please keep in mind that this will be a FREE upgrade path for Fargoal 2, so no need to wait — in fact this is the cheapest time to buy it! (ok, enough sales talk) ;^)
Cool, tweeted. Still trying to decide whether to go to Macworld or the world wide game jam. If I go to MW though, I'll be sure to stop by and see fargoal 2!