Wow, lots more Hero players than I thought there would be. I still think it might be best to combine Hero and Legend into one mode, since there are so many new little details to account for now. Anyway, will figure that out. DisconnectD, I haven't implemented pets yet, so I'm curious too. Guess we'll find out! Elias and I created the 2003 remake, and then I emailed Jeff out of the blue to show him. That's how it all started. Yes, it was neat to hear back and Jeff was quite excited about it, heh. There was some initial trademark concern over the use of "Sword of Fargoal", but we quickly sorted that out by Jeff "blessing" our remake. It was Jeff's big idea to get into the iPhone world, and I was pretty skeptical at first (silly me) about it. We didn't have anything ready for launch. If we had though, it'd be a different, simpler game than it is now to be sure. Much closer to the 2003 remake.
I enjoyed reading your response about the beginnings of the iOs ver. Of S.O.F, Madgarden. So are you basically saying that it was Jeff's idea to revamp the game even further to what it is today, & if not, what exactly did you mean there at the end? Your situation with Hero and Legend mode seems like a bit if a predicament. Off the top of my head, what if in nixxing it, you take away the resurrection in squire mode, so it's not TOO easy? Just a suggestion.. it really sounds like a catch-22 in any case. :0 I personally like games to be as unforgiving as possible so it does't bother me either way. Legend feels like the definitive experience to me.
What I meant is... if we had rushed to get SoF ready for the App Store launch back in 2008, then it would have been much less than what it is today. Instead, around launch time that summer is when I started working on the new (current) vision of Fargoal... Elias made the maps have that subtle 3D effect (at Jeff's urging), and I started to redraw all of the character/tile graphics to give it a completely new look, etc. So, Fargoal 1.0 turned out the way it was (for the better) simply due to bad timing, heh. Well I don't see why Squire mode resurrection needs to be removed. I think we can keep the 3 difficulty modes by just basically ramping the difficulty of the generated dungeons and monsters, while adapting for the new features etc. more or less. People should be able to play how they want... casual, or hardcore. Just trickier now since there's so so much new stuff. Anyway, I know I will figure it out.
That's pretty awesome man. You can't rush perfection, huh? I don't understand how you can merge hero and legend, yet keep 3 difficulties. Maybe I am missing something? Or did you change your mind on merging the two? Yeah, I get removing resurrection would be leaving the more casual crowd out in the cold, sorry.. that was the purist in me coming out, haha. You don't have to explain what you mean if you don't want to, because I can just wait and see when it's all said and done, I was just being curious. I don't care what you decide to do as long as Legend continues to be beastly, honestly
So on an unrelated note, the screenshot you posted yesterday curiously looks a lot like the ranger in the video I saw from Macworld. Was Jeff just mistaken since it's the rogue? Or was there a change since that was earlier. I can't imagine that the two would look that similar in the final build. Which ever character that was, holy hell are they fast. P.S: You could always postanother screenshot to easily clear things up. *wink wink*
Oh?... you mean the gesture to run? When I watch clips, the person playing seems to have a lot better control than I do. I wonder why that is. By the way, I really really like the textures of the thieve's padded leather armor. Beautiful and vivid colors too.
With all of the different varieties of armour, shields, helms, weapons your thief will never look the same twice.
All this talk of Hero and Squire modes made me want to try out Squire for the first time so I can finally grab the sword. (I've been playing for ages but have always had the dungeons beat me) I thought it would be a bit of a cake walk but I actually died twice on the first level, once from an exploding chest and the other time I got poisoned and then walked onto a flame trap. Once I'd gotten past those small speed humps, it does seem a bit easier. I think I'm just going to play through it just to find the sword and then go back to Hero mode. It just adds that little bit extra tension without the unlimited lives safety net. After this run through, I might go for a speed dungeon diving run and see how far I can get if I just plough down into the dungeons. My guess is not very far. Only one way to find out I suppose.
The speed diving really seems fun for you guys... I'll come up with some quests or challenges specifically with that in mind.
I must say that I'm fascinated by the possibilities of dungeon diving speed quests you may be cooking up for us, Madgarden. Have anything in Particular in mind? What if you created a challenge by flipping the main quest, where you have a time limit getting to the sword?
Paul, I play Hero mode 90% of the time and would be way sad to see it gone. (Can you here me now?) Some of us are only medium tough, don't forget.
It is fun, Paul, and I play it sometimes. All credit to the Mrs., I think she maybe dreamed it up originally. And, if not, all credit to her anyway.
Fargoal for Mac Couldn't resist playing on yet another device, so I bought it. Looks pretty sweet on my little MacBook Air. And it's fun, except that my touchscreen habits are strong and I keep wanting to push my guy around with my fingers!
Doffie, did you know that you can hold SHIFT to "run" on the Mac version? Just in case you're in a hurry to get somewhere...
I might have to grab it on the Mac now too. I've already got the iPad and iPhone versions but I just found out that my 4 year old son loves to watch me play it, (he's not really good with the controls himself) so I can totally justify buying it again.
Ta, Paul, didn't know that. Only place I'm in a hurrry to get is inside of Fargoal 2. You don't need to sleep much, do you?