Wizards of Prestige at Big Indie Pitch!

pg_WoPonScreen

Last week, I went to PocketGamer's Big Indie Pitch to show off our first build on device. And we got some amazingly positive feedback from the media and other devs out there.

Peter Willington, Rob Hearn, and James Gilmour of PocketGamer took the time out in the morning to interview me and get some early footage of our game. They should have a write-up about it out soon. Here's a funny pic James took of that conversation:
PeterDaveInterview

We didn't end up winning the competition, but the PocketGamer folks saw the huge potential in our game despite the rough edges in our prototype.

"How this didn't get into the group of winners I'll never know." - Peter Willington

Overall it was a great event, and I was happy with how well the game was received, even in its incredibly early state. Stay tuned for more exciting news and footage as we build out the game.

bigindiepitch1

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Chill out with our new Ice Spell Attack!

ice spell animation

Fire Imps don't stand a chance against your Ice Spells!

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Fire-Starter!

Introducing the Fire Spell:
fire spell animation

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Hair and there, Hair everywhere!

Check out the latest hairstyles of the "Wizards of Prestige".

hairstyles

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Student Character Re-design!

redesign giphy

Since a large part of "Wizards of Prestige" is focused on the students and how they form relationships with each other, we thought they deserved a re-design to make sure they are relatable, expressive, and attractive from a care-taking perspective. In other words, we want you to really care about each and every one of them.

That is why the new design has larger faces, more detailed hairstyles to distinguish them, and now have the possibility for various skin tones and outfits.

What do you think? Do you like the new direction?

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Simultaneous Team Missions!

Battle_Deployed

"Wouldn't it be great if you could have multiple missions going on at the same time?"

This led to a big game design change, from a single battle system where you have to be present throughout, to a multi-mission system where you can occasionally check-in on the mission and help out your wizards if they are struggling.

We also think this fits better with people's daily schedules and would allow for some interesting management decisions and multi-tasking. As you can now train other wizards in spells while others are out on mission.

Not only that, but this new battle mechanic allows for a team of wizards to battle one enemy at a time. Now you can create a perfectly balanced team with various spells that can take on several enemies together.

This also dove-tails with our new relationship mechanics. Teammates in love will have higher attack power. While vicious rivals or estranged lovers, might get a hit in attack level due to the internal team conflict. This means what happens back at the school has implications in the field. (And vice-versa) The death of a wizard could leave a boyfriend/girlfriend back at school heartbroken.

As you can see, the depth and level of interesting decision-making has vastly increased in Wizards of Prestige. This lengthens our development time, but we think it'll be worth it and unlike any other game out there.

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Where Do You Battle?

Working on various Battle environments. Below are the mission maps (left) next to what they look like when you go into Battle at those locations.

Battle_Environments

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Batch of New Enemies

Created a few more enemies and started working on some of their idle animations.

Hornet

Beetle

Raven

What spells would you use against these enemies?

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We're Going to PAX

Okay, just Kenneth, but he's going to be our official ambassador. If you'd like to meet up with Kenneth and chat about Wizards of Prestige at PAX, feel free to email him at kenneth@loqheart.com

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Tech Demo: Pathing

Here's a quick preview into the tech we're building for the game. You can see we've made a lot of the rooms already, and have wizards walking around the school on their own.

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