Yes. It could very well already be approved, but they only release games on tuesdays, so they'll only release it on the 13th.
The iPad version is $7.99 (US), I think the iPhone version will be $4.99 or $5.99. I'm leaning towards $4.99.
Whats the point? If it's approved why hold it until the 13th? Makes no sense since the game was all but completed and then put on hold for the Ipad. The Ipad version is out so why not let the rest of us play? And if Tuesday is so special why did they not hold the Ipad version until the 6th?
The iPad version was actually released on the app store on 1 April. But of course its release was to allow people to play it with the iPad when it came out. My guess is that if Warpgate has been approved, setting an actual release date would allow a more concentrated effort in advertising, not to mention it will allow hyping up the game at the pre-release setting. All of us on this forum will be annoyed at the delayed release, if that's the case. But in the end all of us will buy it next Tuesday, and there are many more people out there who Freeverse can catch if they step up advertising.
Tuesday is when the App Store updates all of it's graphics and such. It was suggested that Tuesday is the day to release. It looks like everything is finally set up for a Tuesday release. And we released the iPad version the day that iPad released because well it was a launch title. Regarding size. The iPhone app will be the same size as the iPad app. 162 MB download, and about 200 on disk. Price will be less than the iPad. Again I don't think the final price has been set (and probably wont' be set until Monday night). I think it's great you guys keep checking for it on the NZ store. But I don't think you'll see it until Monday night (if you are in the US). Now then regarding Combat. Yesterday I tried out a very roughed out version where I had a kind of control over my ship using the accelerometer. It's NOT. Repeat: NOT direct control like Galaxy on Fire or other flying games. It was more like "influence" where I could change the course of my ship to do a sort of evasive maneuver. Go left and Go right. We are also working out a sort of "Divert all power to the primary deflector" type feature. The kind of thing you see in SciFi movies all the time. Still working out the timing and mechanics, but it would allow you to basically dump all the energy from your weapon systems back into the shields. I'll post more when I have things that work and feel good.
I like the sound of that. I was hoping for some sort of resource management in the combat where you ballance power between weapons, shields, and engines. Not having full control of movement but being able to dictate course adjustments is fine as long as there's enough depth to the remaining combat elements. Having the ability to momentarily divert weapons to shields (for protection) or all power to engines (to run) or shields to weapons (for a major strike) would be cool. Idealy you could even divert percentages of power to the selected systems, such as twenty percent of weapons power to shields, etc.
That's great - vitally important to distinguish Warpgate from nearly every other space combat games out there at present. The major problem with this, IMO, is that it all becomes too fiddly in real time combat, on a small screen. Archangel had this and it was such a distraction and disadvantage in combat (to divert your time to a seperate screen while there is no AI to take control of your ship when you manage power) that I never used it.
Thanks Hippieman! Price sounds very reasonable and if it launches on tuesday, I'm 100% sure it'll be featured in the app store.
It might be too much, and a single divert weapons power to shields button might be the way to go. If if was implemented, I pictured it as something done off the main combat screen, not as something that took you to a seperate screen. But screen space and complexity would gave to be considered. With just the three systems and firing weapons I don't think it would be too complex though. In this case the AI is already flying your ship, so that wouldn't be too much of a factor.
I don't know about accelerometer based evasive maneuvers. It could put of some people as it obviously would be alot harder when playing on a buss for instance. Have you considered swipe gesture maneuvers? But I think the idea as a whole is wonderful! Go the RTS line, only take it a couple of steps further. I think timing and (simple) power management is two keywords to add that layer of tactics and something to keep the player on his toes. Hippieman, have you played the iphone game battle blasters? It's a whole different game genre, but I think the timing aspect of that game would fit warpgate's battle system perfect. I hope your deflector get's implemented. So cool!! "Is the enemy ship spooling up it's big weapon? Fast, bring up the deflector!" Oh, and by the way. I have been a fan of you guys at freeverse for years, and seeing your great games on the app store makes me happy!
What about the "fire all phasers!" option where shields go down for a risky final blow? If you add one of these features, you NEED to put in a voice that gives the crew the command whenever you activate one of these strategic maneuvers.
Question: what's the fastest way to get credits? I only have 89, so I can't even warp out of the Sol system.
You should post in the Warpgate HD thread. Most of us here don't have the game yet, considering that we're waiting for the iPhone version to come out.
I myself just found the iPad thread. Regarding the accelerometer based combat controls. I just tried out a rough version myself. I think it's pretty exciting. When in combat your ship sort of locks onto an enemy, and they sort of circle each other like pirate ships in a good pirate movie. Well now there's an on screen indicator of your ships heading draw on the ship. Tilting to the left will point the indicator to the left and to the right will point to the right. And your ship will reverse and head that way. On the iPhone it is extremely fluid. You can also tilt the iPhone toward or away from you to move in closer or further away from the enemy you are circling. I like this, as it allows you to move in close and zoom away. I'm not saying this is final or even going to make it into the game. Right now we are experimenting. Paying attention to feedback and trying to adjust. I still don't think the current combat system is boring or bad. It's just simple. I personally like simple. But I'm willing to admit that it might be too simple.