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-   -   Preview: Kingdoms iPhone (https://forums.graalonline.com/forums/showthread.php?t=134261526)

Kamaeru 02-13-2011 03:02 AM

Lame. Please cancel the project.

alarid0 02-13-2011 07:42 AM

Quote:

Originally Posted by scriptless (Post 1621055)
Yes, with tilelayers you CAN change water color. Just not sure on the sand/grass to water.. because changing the RGBA of the tile would change the whole tile. Possible custom tileset for second layer with textures since anything above layer 0 is non blocking.

I was actually working on a system that used 2 layers for diving. When player dives the water becomes transparent.. the ground would then become black cuz your under water and cannot see it.. and I used 3 layers for this effect.


Woah hold up I missed this post on my first pass... are you telling me Graal is able to work with two tilesets laid over each other? That's...that's in the engine now?

Tigairius 02-13-2011 08:11 AM

Quote:

Originally Posted by alarid0 (Post 1630559)
Woah hold up I missed this post on my first pass... are you telling me Graal is able to work with two tilesets laid over each other? That's...that's in the engine now?

No, it can't. It can do tilelayers where tiles can be laid over each other but it requires you to use the same tileset.

alarid0 02-13-2011 05:07 PM

What about 24bit png? Can transparency be used for that layering?

Elk 02-14-2011 10:53 PM

nope...

skillmaster19 03-13-2011 07:12 PM

What will the Payment systems be like? Will you pay money to get in game bonuses such as currency(Freemium), or will you pay to unlock content such as dungeons? Will there be subscriptions? I think paying to unlock content is the most profitable and most fair for gameplay, as seen on the iPhone MMO pocket legends. (except the freemium method is used as well)Subscriptions would scare away many players, and in game bonuses ruin gameplay; why farm for 4 hours when you can just buy 5000 gold with $1?

MattKan 03-13-2011 07:22 PM

Quote:

Originally Posted by skillmaster19 (Post 1636189)
What will the Payment systems be like? Will you pay money to get in game bonuses such as currency(Freemium), or will you pay to unlock content such as dungeons? Will there be subscriptions? I think paying to unlock content is the most profitable and most fair for gameplay, as seen on the iPhone MMO pocket legends. (except the freemium method is used as well)Subscriptions would scare away many players, and in game bonuses ruin gameplay; why farm for 4 hours when you can just buy 5000 gold with $1?

I think you should pay 2 bucks for the game and be done with it, tbh

skillmaster19 03-13-2011 10:39 PM

Quote:

Originally Posted by MattKan (Post 1636190)
I think you should pay 2 bucks for the game and be done with it, tbh

I honestly would prefer this too, but I know Stefan would never do that.

Shards-Of-Fate 03-13-2011 11:13 PM

I've never been a fan of cash shops. But honestly, I've never been a fan of subscriptions either.

HomoPanda 03-13-2011 11:35 PM

Quote:

Originally Posted by skillmaster19 (Post 1636228)
I honestly would prefer this too, but I know Stefan would never do that.

its all about money in the real & gaming world

skillmaster19 03-13-2011 11:48 PM

Here is the order in which I would prefer Kingdoms be marketed
#1: one time purchase(Doubt Stefan would be willing to do this)
#2 Subscriptions (cheap, 0.99-1.99/Month, I would never pay more than $5 a month)
#3: content(dungeons) purchases
#4:.(least preferred) Cash shops. Cash shops provide an unfair advantage against other players. It doesn't matter on Classic because the gameplay is casual and money does not effect PVP, nor does it matter much on Era as you do not need much money on it to get a good weapon(yet). However on Kingdoms, PVP will probably heavily rely on your level and weapon. If a player could simply spend $40 on in game currency at the beginning on the game, he or she could get a great weapon and have an unfair advantage over someone who only spends $10 or doesn't pay at all. If a player spends $20 on exp boosting potions, that will completely kill the fun at the beginning of the game, when everyone starts out equal. The player might play 2 hours and reach level 15 and a player who spends 4 hours might only reach level 10. I will be very dissapointed if I find out Kingdoms iPhone takes this path.

Off topic, but can you tell us if the combat system will more focus on action or strategy? For example if player a swings his sword, could player b shield it if he times it right? Will spells be casted automatically or will they be aimed?

MattKan 03-13-2011 11:52 PM

Quote:

Originally Posted by HomoPanda (Post 1636244)
its all about money in the real & gaming world

Yeah but I think that with effort there can somehow be an arrangement that will both earn the owner money, which they deserve, and give players bang for their buck, which they deserve.

LordBryson 08-09-2011 03:53 AM

So when are you planning to release this now?

Seeya 08-09-2011 06:46 AM

One time purchase is silly without a trial gameplay, just make the game completely free to play with upgrades (Like exp bonuses, cash multiplier (1.5x money doing jobs or quicker mining/whatever)

could also have skins on your gear for money. Make the skins permanent, price them accordingly.

and perhaps a while after release you could offer larger bonuses, new areas to unlock for $$$ or ingame cash.

james544 08-09-2011 05:50 PM

I'd really like to see this completed some time soon.


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