Wednesday 5 June 2013

With most of the feedback from the beta-testers in, we present to you... Heroes War trailer:









Saturday 23 March 2013

March 23rd Update

Most of the important pieces are in place.  The following screens show the new terrain background display (3 layers: near, mid, far to give the impression of depth), the RPG-style dialogue and battle summary.








Friday 15 March 2013

March 15 Update

It has been quite a while since the last update.  We have been busy integrating the new original art into the game-play, as well as smoothing out the game-play on iphone.

Character Development

In terms of character, these are the indicative line-up:
Each unit type, aside from the normal upgrades, will have a unique special ability.  This adds depth to the unit combination beyond just maximising DPS or HP.  For example, bears can inflict the "mauled" status to a single units, which makes it more vulnerable to all attacks.

Our pixel artist is almost done with the humans, and moving on the elfs and demons next.

Game Play

We had to do a major revamp of the game-play elements to accommodate the smaller iphone screen. There's a lot less wasted space to maximise interactive elements.



We have also improved the layout of the quest select and upgrade screens.



Next up
We are in the process of integrating the music and sound elements and should be ready with a Beta version with 10 stages by next week. 



Thursday 24 January 2013

A sample video of the 2-player version we are working on.  70% of the game mechanics are there.




Single player campaign sample:


Wednesday 23 January 2013

Refinements to 2-Player Competitive Battle

Players can upgrade their units and choose their units of choice before battle (by drag and drop icons).  



The next few screens show some testing on the pay-off of different strategies (at similar costs).  (a) Mounted units vs infantry.  Mounted units versus range.    Combination group of range and infantry.





Sunday 20 January 2013

A basic two-player mode now available.  See screen. Probably not for the iphone version, but the ipad and ipad-mini should provide sufficient touch area.

Added archers, mages and some other units. Spells would have AOE effects.

Starting to replace some of the sprite arts with original works. Still quite a bit of unused space on the top




Friday 18 January 2013

The basic engine is developed: battle mechanics, particles, animation, quest select, crude AI, leveling system and save/load function.  The code is being developed on Codea (very user-friendly).

The screens below are using placeholder sprites (we are still looking for a sprite artist!  Pls email/leave a comment here!)

1) Title screen: start, load function


2) Story screen: For one-player mode to advance story-line.

3) Quest screen:  This is where you can select new quest or repeat old ones.  Will display info on terrain, likely enemies/heroes

4) Battle screen.   This is where the action takes place. Does not seem to have enough space for a heroes' skill bar, something we will fix. 


5) Upgrade screen. This is where you can spend your rewards on unit upgrades.

Next update:
> 2 Player mode
> Original art for hero and some units
> Special abilities for units


Hey there! 

This blog is dedicated to the development of Heroes War, a strategy-RPG game on the IOS platform.