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Showing posts with label Latest News from Mika mobile. Show all posts
Showing posts with label Latest News from Mika mobile. Show all posts

Latest news from Mika Mobile

Sunday, November 10, 2013


Since its been an astounding while, I figured I'd invest a little time discussing how things are going and what we've been dependent upon with Battleheart's pseudo-spin-off.

When all is said in done, Mika Mobile is finishing great.  We migrated our home and business as of late, which was a pretty huge diversion, yet we're getting go into our solace zone once more.  We as of late discharged iphone 5 determination upgrades for our two most mainstream amusements (Zv2 and Battleheart) and Apple gave both diversions some delightful emphasizing back in October therefore, which is dependably welcome and aides fortify downloads.  It astonishes us how individuals are even now discovering/downloading our diversions, frequently years after their introductory discharge, and it unmistakably helps keep our spirits up between discharges.  indeed, as of this posting Zv2 is back in the top 100 applications again in the Us, which is just insane.

Battleheart "2" is our most aggressive extend by a long shot, so its advancement has regularly been taking more drawn out than any of our past recreations.  We've been on it near a year now pretty much, and its clearly beginning to feel like eternity since we discharged something!  Much like Battleheart before it, this is a huge venture, so we knew there might be a pretty extensive hole between discharges this time - some of you may review that Omg Pirates! also Battleheart were differentiated by more than a year as well.  There's still bounty left to do, yet I'm exceptionally certain about where its going.

Because of the way that our diversions are regular focuses of cloning, I'm still not ready to give a ton of fine insight about the configuration, and how it varies from the first ever Battleheart, yet I can impart a few things.  As I specified in a former web journal, we're attempting to center increasingly on investigation, as opposed to the diversion basically being an arrangement of static enclosures.  Towards this end, we chose at an opportune time to assemble the amusement in 3d, with a greater amount of an isometric Polaroid viewpoint (Think Diablo, any Rts, or old Zelda amusements), and make this our first diversion which utilizes 3d polygonal art/animation with the intention that we can have incredible mixed bag in characters/animation without needing to make a trillion sprites.  This doesn't mean our specialty style has been deserted - indeed, we've repeated the sum of the baddies from Battleheart in sublime 3d and their enchanting outlines made the move fantastically.  The tasteful is doubtlessly distinctive, however I suppose its still very engaging.

Something else we're really stoked about is the new class framework.  I suppose one of the things that gave Battleheart a great deal of replayability was the possibility to attempt distinctive classes, see what their spells/abilities were like and play with diverse party mixtures.  This time around, we needed to permit more customization past basically picking between two totally unrelated aptitudes all over there.  The present plan (dependably subject to change, however its working in this way) is to permit you to kinda make your own particular classes by drawing from a pool of dynamic and aloof abilities that are intended to supplement one another.  There will be a few requirements/restrictions for either, yet there's a great deal of potential for blending and matching, guaranteeing that very nearly no two players will construct their unit precisely the same (surely).  Hypothetically, you could have a wizard who swings a claymore, or a maverick who can whip out a bow to do some went strike when enemies are out of blade extent.

Surely we'll have the ability to impart increasingly to you folks soon.  In the interim, revel in the occasions!

Mika mobile Reveal 'BattleHeart' Sequel,'BattleHeart Legacy"


The definitive Battleheart [$2.99] is a diversion that since its discharge in 2011 has been frequently imitated yet never doubled. As we detail in our survey, its tap and drag interface permits you to handle some pretty complex fights, finish with various party parts, all without feeling bulky. It's an extraordinary amusement that you may as well truly look at, yet it generally accompanied the proviso of, "I wish this diversion was just somewhat more fleshed out." Well, that is the place the spin-off comes in. It's called Battleheart Legacy and its in 3d this time around, as well as appears to be an essentially more characteristic complete RPG.

Battleheart Legacy has been in the works for two years now, keeping in mind Mika Mobile isn't primed to get that particular on discharge dates, it resembles they're taking a gander at promptly one year from now.

Battleheart "2" (sort of)


We've been taking a shot at another amusement briefly - it started life in right on time 2010 as a sci-fi themed diversion, over before we began Battleheart, and was racked a few months later of preproduction.  Now its back, and its changed a lot from that point forward - while at first we supposed we'd keep with the spaceships and laser firearms (a few people may review me tweeting around the range of a space amusement prior not long from now), as we got into it, we ended up simply needing to accomplish more dream stuff.  I cherish swords and enchanting and creatures, and the amusement is set to impart a mess in as a relatable point to Battleheart at any rate, so why not just call it an alternate section in the arrangement?  A "profound successor" maybe?

With the intention that what we've been running with throughout the previous not many weeks, and making huge advance.  It's still far from discharge, so don't get excessively energized yet - the definitive Battleheart took very nearly a year to improve, and this amusement is liable to be greater all around.  That said, we're showing signs of improvement at this stuff constantly, so surely it will see discharge before we're old and light black.

Why have I wavered to simply call it "Battleheart 2" however?  Well, its set to impart a considerable measure of gameplay plans to Battleheart, yet a ton is evolving as well.  I would prefer not to go into extreme part yet, however I can impart some of our goals.  Battleheart was (as the name intimates) all about battle - deceiving out your gathering with an accumulation of forces and supplies that supplement one another, utilizing powers at the ideal time on the right awful gentleman... that is the center of the diversion, and we're keeping and expanding that.  But it needed in two major zones - it had essentially no plot, and no investigation.  Our objective with this new amusement is to uphold the feel of Battleheart's battle, however take it from a straightforward arrangement of coliseums and put it in an all the more completely shaped planet to frolic around.  It's a little goal-oriented, yet I feel like we're well on our direction.

Lessons from Diablo 3


I've played an entire bundle of Diablo 3 since its discharge, which I in part legitimize as "examination".  There's a decent lot of gameplay cover between what they're doing with Diablo, and what I'm planning to force off with Battleheart 2.

As the first ever Battleheart, our next amusement is set to include selecting from a pool of accessible powers to help you supervise the front line.  We're at present meaning to have almost 100 distinctive dynamic capabilities in Battleheart 2 (up from Battleheart's 50), a large portion of which are impending over from the first diversion, with an entire slew of new ones as well.  These all give diverse profits like mending, single target harm, sprinkle harm, safeguard, versatility, control, and so forth  Choosing your tool stash, and utilizing that unit to stay full of vibrancy is the heart of what makes Battleheart fun, and its about the same notion controlling Diablo 3 too.  Across Diablo's five player classes exist a crazy mixed bag of forces and "runes" which change those forces, frequently into wholly diverse capacities.  As you level up, you pick up access to a broader and broader toolbox, and its pretty enjoyable to try different things with distinctive syntheses of hostile and protective forces.

Where I suppose Diablo misses the point is in its trouble bend, and the way it constrains the player to utilize certain capabilities and rigging as a part of a particular way.  Around level 30 is the diversion's sweet spot - you have the vast majority of your tool compartment accessible to you by then, and you can openly utilize the vast majority of it without feeling committed to play in any particular way.  But subsequently, it consistently comes to be more disciplining as you approach its hardest challenge setting, "inferno" mode.  Combat comes to be so quick paced and fierce that you are compelled to utilize numerous of your restricted ability choices on protective catches and detached buffs.  As a savage, for instance, you essentially have no trust of survival without depending on particular plans - you Must utilize a shield, you Must utilize an opposing fight yell to raise your details, and you Must provide to the extent that and guard raising supplies as you can find, any other way you'll be splattered as a fly on a windshield when you run over your first adversary.

To me, this completely pisses on what the entire diversion was building towards.  I have a feeling that I have almost no opportunity by they way I fabricate my character, in light of the fact that the foes basically hit too hard and move excessively quick for whatever viable strategic alternatives to be accessible.  It's truly pitiful too, on the grounds that prior in the amusement the entire framework is in full sprout, and you could openly explore different avenues regarding diverse capabilities and feel like you were refining your own particular remarkable playstyle.  It works incredible, and afterward gets softened up a completely avoidable way.

These perceptions haven't generally changed how I'm approaching Battleheart 2, recently reaffirmed what I've as of recently been doing.  Our battle is much slower than Diablo's, and you're never battling immense cumbersome assemblies of 20+.  This gives the player the opportunity to parse what's really incident and settle on choices, as opposed to each engagement being over in barely a second.  We additionally don't have a silly detail bend  in Diablo 3, you may begin the diversion striking foes for 10 harm, and be hitting for 100,000 harm by the finish.  A bend that steep will inescapably prompt harsh patches where a little awful fortunes with plunder drops will put you pitiably far behind, or on the other hand, a tad bit of good fortunes will trivialize hours of diversion play since you're doing double the harm should.

By and large, Diablo 3 has gleams of enormity, where your rigging level and the beasts trouble meet at a perfect level, and your strategic alternatives are at their top, permitting you to feel capable, tested, and somewhat clever/creative with your character's assemble.  I trust my next amusement catches some of that as well.  It only appears to me that Diablo is covered by a couple of bizarre choices, and held back a spot from its potential accordingly.

Latest news from Mika Mobile


Since its been an astounding while, I figured I'd invest a little time discussing how things are going and what we've been dependent upon with Battleheart's pseudo-spin-off.

When all is said in done, Mika Mobile is finishing great.  We migrated our home and business as of late, which was a pretty huge diversion, yet we're getting go into our solace zone once more.  We as of late discharged iphone 5 determination upgrades for our two most mainstream amusements (Zv2 and Battleheart) and Apple gave both diversions some delightful emphasizing back in October therefore, which is dependably welcome and aides fortify downloads.  It astonishes us how individuals are even now discovering/downloading our diversions, frequently years after their introductory discharge, and it unmistakably helps keep our spirits up between discharges.  indeed, as of this posting Zv2 is back in the top 100 applications again in the Us, which is just insane.

Battleheart "2" is our most aggressive extend by a long shot, so its advancement has regularly been taking more drawn out than any of our past recreations.  We've been on it near a year now pretty much, and its clearly beginning to feel like eternity since we discharged something!  Much like Battleheart before it, this is a huge venture, so we knew there might be a pretty extensive hole between discharges this time - some of you may review that Omg Pirates! also Battleheart were differentiated by more than a year as well.  There's still bounty left to do, yet I'm exceptionally certain about where its going.

Because of the way that our diversions are regular focuses of cloning, I'm still not ready to give a ton of fine insight about the configuration, and how it varies from the first ever Battleheart, yet I can impart a few things.  As I specified in a former web journal, we're attempting to center increasingly on investigation, as opposed to the diversion basically being an arrangement of static enclosures.  Towards this end, we chose at an opportune time to assemble the amusement in 3d, with a greater amount of an isometric Polaroid viewpoint (Think Diablo, any Rts, or old Zelda amusements), and make this our first diversion which utilizes 3d polygonal art/animation with the intention that we can have incredible mixed bag in characters/animation without needing to make a trillion sprites.  This doesn't mean our specialty style has been deserted - indeed, we've repeated the sum of the baddies from Battleheart in sublime 3d and their enchanting outlines made the move fantastically.  The tasteful is doubtlessly distinctive, however I suppose its still very engaging.

Something else we're really stoked about is the new class framework.  I suppose one of the things that gave Battleheart a great deal of replayability was the possibility to attempt distinctive classes, see what their spells/abilities were like and play with diverse party mixtures.  This time around, we needed to permit more customization past basically picking between two totally unrelated aptitudes all over there.  The present plan (dependably subject to change, however its working in this way) is to permit you to kinda make your own particular classes by drawing from a pool of dynamic and aloof abilities that are intended to supplement one another.  There will be a few requirements/restrictions for either, yet there's a great deal of potential for blending and matching, guaranteeing that very nearly no two players will construct their unit precisely the same (surely).  Hypothetically, you could have a wizard who swings a claymore, or a maverick who can whip out a bow to do some went strike when enemies are out of blade extent.

Surely we'll have the ability to impart increasingly to you folks soon.  In the interim, revel in the occasions!

 

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