Game Development Community

Kingdom of Gorath now available on appstore.

by Bret Patterson · in iTorque 2D · 09/25/2009 (1:06 am) · 10 replies

My first game Kingdom of Gorath has been submitted to the appstore and available at:
itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=331815545&mt=8
I also have a website at: http://www.kingdomofgorath.com


Kingdom of Gorath is a classic action Role Playing game set within the world of Fablen. Fight army's of the undead, fire goblins and Orcs as you journey down into the catacombs in search of the source of the disturances. Find amazing weapons with thousand and thousands of different combinations of attributes and abilities. You will find weapons and armor that have personalities of their own and will aid you in unique ways. Gain advanced combat skills as you gain experience. Discover powerful scrolls to enchant your weapons and armors. Slow your enemies with freeze enchantments, burn them alive with fire enchantments, or simply send a powerful pulse of electricity causing immense damage. The choice is yours.
Chapter 1: The Catacombs
You are an illegitimate son of the King of Gorath sent to a small scout camp in the borderlands to serve as a soldier within the army's of Gorath. Upon arrival you find that everything is not well within the surrounding country side and are immediately enlisted with a dangerous mission to investigate distrubances within the cities graveyard.

Features:
+ Over 10 minutes of Professionally Done Voice Dialog
+ Rousing environmental sounds bring combat to life.
+ Excellent professionally rendered graphics bring characters and monsters to life.
+ Hundreds of unique enchanted weapons and armor.
+ Powerful combat skills to stun your foes or attack hoards of enemies.
+ Find enchanted armor as you explore the dungeons or simply make your own with powerful enchantment scrolls found throughout the dungeons.
+ Add Fire, Cold, and Lightning damage to your attacks.
+ Master the Sword, Mace or Martial Arts.
+ Find unique Sentient weapons with a mind of their own.
+ Find treasure hidden deep within the ground.
+ Earn dozens of achievements and titles and optionally publish them to facebook to show off to your friends.
+ Unique Combat/Movement modes removes the complexity of movement and fighting when fighting hoards of monsters.
+ Monsters that taunt you and glory in their combat prowess.

Simple, intuitive, and streamlined user interface for easy interaction
Drag and drop to equip, un-equip, or drop items. Or double click for fast equip, unequip and to activate items.
Quick Healing potion button for easy access during combat.
Click on yourself to open stats, skills, settings and achievements.
Combat mode button, green for movement, and red to specify area's to focus your attacks.
In combat mode click to cycle through targets on the location selected.


Screenshots below:
www.kingdomofgorath.com/screenshots/IMG_0231.jpgwww.kingdomofgorath.com/screenshots/IMG_0234.jpgwww.kingdomofgorath.com/screenshots/IMG_0235.jpgwww.kingdomofgorath.com/screenshots/IMG_0241.jpg
I'll post a video soon!

#1
09/25/2009 (9:19 am)
Adding this to my shopping spree list for Wednesday :)

Congratulations on releasing it!
#2
09/25/2009 (12:29 pm)
Very nice. Looks like it took a major effort to put it together!
#3
09/25/2009 (1:07 pm)
Yea it was 6+ months in development, considering I work fulltime and goto school fulltime (part time now) it was a beast to get done. I learned a lot making it and have set it up for easy expansions, additions etc so I'm hoping to do a bunch of content packs and expansions for it.

I spent too much time rewriting the combat, itemization and game balance which ate up a a ton of time. Also spent a lot of time redoing the interface to make it easy to use.

Itemization and game balance were the largest challenges for a game like this and I have a lot more respect for RPG game systems. My spreadsheet was 700 rows and an average of 20-30 columns for each row. I used excell to design everything then had a program that converted it from CSV into a sqlite3 database.

I initially started hand itemizing it but ended up rewriting it to use the Diablo style prefix/suffix model because it was so much work to hand create every weapon/potion/scroll/armor with all the attributes effects etc.

I later went back and added support for "spell" effects being addable to weapons and fire/ice/lightning resistances for armor.

My only regrets is there isn't an implementation for Spell casting and other projectile type attacks. Also there aren't nearly as many quests as I would of liked to add. Those are going to be the first things I address partially as a free update and partially as an add on expansion pack.

I'm planning on adding twice as many new levels and quests as a free addon over the next couple months and then start work on a full expansion. This is my favorite genre of game so I have a million ideas that I want to add but not enough time or art resources to do so. Multi-player support is also a huge priority for me. I think it'll be straight forward to implement when the players are in the same level, but when you allow them to be on separate levels etc it gets tricky.
#4
09/25/2009 (1:47 pm)
Congratulations on your game! I just bought it. I immediately noticed the great artwork and controls.
#5
09/25/2009 (2:38 pm)
very impressive! congrats.
#6
09/25/2009 (7:35 pm)
Congratulations Bret! It's hard to believe that after 6 months of work, we release it for $3.. I'm planning on doing the same thing in two or three more weeks.
#7
09/27/2009 (8:39 pm)
Yea I love the iphone market because it's huge, but the quality demanded for a very very low price is really shocking. People are really harsh about a game that costs less than a burger at a fast food restaurant..

So far the reviews have mostly been talking about things I expected but I really underestimated the importance of documentation and tutorials. I've been reamed on that on touch arcade. I've updated my website with instructions and I hope to include that as an overlayed WebView in the 1.2 version update.
#8
09/27/2009 (8:45 pm)
Yeah, keep updating. Make one major feature for each update, both to get up in the charts, and to make the updates manageable :)
#9
09/27/2009 (8:51 pm)
@Ronny Yep I'm a huge fan of agile development having done it for the past 2-3 years at my day job. I'm going to try to do a new update every 2-3 weeks to keep the new features and fixes flowing to the customers. I've got another game I'm working on with friends that hopefully won't take up too much time.
#10
09/28/2009 (3:57 am)
Sweet game. Congratz!