Spellwars Screenshots, June 10

June 11, 2009 at 11:09 am (iPhone development, spellwars, Uncategorized) (, , , , , , , )

Spellwars development has been banging along, but none so much as the visual development. My designers and artists are just fantastic, though I am always looking for more Spell Artists. If you think you might be interested, please don’t hesitate to contact me (click the contact tab in the top right of the page for direct contact info).

I thought I’d give an update and include some screenshots, showing off some of the more recent work.

I hope you like what you see. There is so much more to come, I can’t wait to get this out to everyone who is waiting and wanting to play.

Thanks
R.

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Spellwars update: and new Screenshots!

April 29, 2009 at 9:31 am (iPhone development, spellwars) (, , , , , , )

Well, it’s been a long time since I’ve posted here, I’ve been quite busy. But with a lull today, I thought I’d give an update on spellwars, since the forums are still private…and if you are following the game from the outside, you might be wondering what’s going on.

I’ll tell you what’s going on: a hell of a lot! The most obvious changes are visual, the UI has had a complete overhaul, which is probably 30-40% finished, by my lead UI designer Ryan Sumo. He’s been working hard and producing very high quality work, I can’t say enough about how great he is to work with, and how much I love what he produces. There are still some very obvious things not done yet, but they are on “the list.”

Jeffrey Lai has produced some absolutely incredible Spell artwork for Spellwars, I am so proud to have him as our marquee artist. I am still looking for more artists to draw spell art, so if you are interested, please contact me.

Arron Hirst over at RzFLY is working away on a new app icon, and a set of tab icons.

Rudi Cilibrasi has implemented a server, so our multi-player version has officially gotten off the ground (though we still plan to ship a single-player version first). He has also just jumped ship from the windoz desktop experience and ordered a macbook + iPhone, so it looks like I will finally have a partner to pitch in a little bit with some of the iPhone code. Rudi’s programming abilities surpass those of just about everyone I’ve ever known, perhaps mine, so having his support and involvement means a lot.

In terms of gameplay, things are gelling quite nicely. The basic concept hasn’t changed, spells are played out on a 280×280 gameboard, they have attack and defense, and special abilities that are all resolved in a priority stack, so spells with a higher speed resolve first, moving down the list to the slowest spells. Every feature I’ve added that affects combat has been meant to add to the strategic element, while keeping the game still simple and quick. Everything is very visual, so while there is a slight bit of a learning curve, it’s not more than a few minutes before you can learn everything there is to know.

And now, what I know you all want…screenshots!

All things considered, I couldn’t be happier with how Spellwars is coming along. I wish I could move it faster…but I wish for a lot of things, and Spellwars will be ready when it is ready. Hopefully, soon.

If you are interested in getting involved, contact me, there is room for people to contribute at almost all levels. From art, game concepts, playtesting, coding, feedback, and everything in between, if you have the interest, I’ve got room for you. The Spellwars ning group is by invite only, but I am happy to invite anyone who is interested in contributing.

Thanks
R.

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Creating a multiplayer iPhone game

February 15, 2009 at 11:00 pm (iPhone development) (, , )

I’ve been recently working on a new iPhone game, something to fill the void that is lacking in multi-player, collectible creature/card/spell/something, that semi-mmo feel you get from mixing Magic:The Gathering with Lootwars, Diablo II, World of Warcraft, an iPhone, and 20 years of gaming. It all starts to come out in a big heaping pile of…something, lots of great ideas and no focus. I’ve always felt my job as an engineer was to “fight entropy,” a phrase my old co-worker Matt came up with over a decade ago, and it sure fits…especially when working on a new project. I’ve got so much personal history in the gaming world, how could the ideas *not* come out all at once?

It’s coming along well, and a public beta will be available shortly I hope. I’ll be posting screenshots and game mechanics along the way.

R.

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