Thanks Almy and seriously, ease up dogmeat. Since when is being compared to Diablo a bad thing anyway? I think the dev's know it was not a slight against Underworlds and the fact that a huge portion of the population are Diablo fans, even a little similarity means only that much more interest in this game.
Ultima 7? In the Touch Arcade article comments, someone mentioned that the artist is Denis Loubet, who worked on some Ultima games. OMG - gallery link
Actually, I'd imagine that a lot of people probably do argue this I'm working on a review for this game right now, and the key to the artwork in a game like Vector Tanks is understanding that the game is supposed to be retro. If the game had been done with modern graphics, it wouldn't be much different than any of the other tank games already on the market. I think the graphics presented so far for this game look decent, but it won't be so easy to judge until I've seen the game in motion. The nice thing is that, good or not, it's a different look than any of the other RPGs on the iPhone so far, so it will stand out. Plus, if the story and mechanics are good, the game should transcend potentially mediocre images to be one of the best RPG offerings for iDevices currently available. Just be thankful they didn't use stick figures
Oh man, I think I've found a happy place. Thanks for the gameplay footage arn! Did you have music turned off?
I watched part of the video - playback was too choppy to watch the whole thing - but if there was any doubt about me getting this one it's gone now. This actually reminds me a bit more of Edge for Palm than my original thought of Ancient Evil for the Pocket PC, mainly because it appears that there are tasks to be solved, and Ancient Evil was truly a dungeon crawl in the basic sense. Whatever the case it looks incredible, and I can't wait to give it a whirl.
Awesome video, only further cements my decision to pick this up the moment it hits. One thing I'm gonna suggest right up front is dev's please consider allowing us to hold the action button rather than mashing.
The game actually automatically keeps attacking after you hit Action the first time (or if you tap on a monster, the alternate control scheme). But it's easy for players to not notice and keep tapping the button, which definitely shows we need to tweak the UI. We're thinking now we need to flash a message or turn the button red when you are already in attack mode, so it's more noticeable. The red circles that pulse under the monster are supposed to indicate that, but they may be a little too subtle. There's always something to do for 1.01 Glenda Maverick Software
Is there in game music? Didn't hear it in the video. I'm also curious about replay value. Is there anything similar to randomized areas to help with that? I noticed the early comment mentioning somethng about different experiences or something.
Fantastic! You guys are really on the ball with this game, I'm sensing great success in your future...
Wow, this does look impressive. If this pulls off a Diablo properly with successful online play, it could really be huge.
Looks nice, but I noticed the player wasn't regenerating mana. Is this how it is throughout the game, or is that an acquired ability?