Anyone attending Unite this week: see if you can find me to get a preview! Instead of a penny for your thoughts I’ll give you a limited edition Dwarf Quest collector’s card.
Thanks a lot guys! And great news: the game just got approved by Apple, so the launch is definitely on Friday!
Dwarf Quest will be yours for $2.99 / € 2,39 , but will be on sale in the first week. So grab it as soon as it hits the store, for only $0.99 / € 0,79!
Combat is turn-based, so you can take all the time you want to battle monsters. The rest of the game is real-time though, so you can get around fast!
To answer your other question: no, I did not use any ready-made code assets, programmed the whole game from scratch.
I’m actually waiting now for Dwarf Quest to come out in Europe (The Netherlands)… Come on, Apple!
Eskema: sorry to hear that. Truth be told when I tested on the iPad 1, I did notice the performance in the main menu wasn’t fantastic. I decided to go ahead and publish the game anyway, including support for the iPad 1, because today’s special significance (20 year anniversary since the first “Dwarf Quest”).
I’ll definitely do a round of overall optimization, and I already have a few ideas to improve the menu.
Sorry for the inconvenience, and thanks a lot for hanging in there!
I can tell you, unfortunately the performance is the same on my iphone4G, the same “horrible” experience, not a big deal because it’s just the main menu, but it’s something you should address in future updates (if possible)
Hrm… I used to have an iPhone 3G, and at some point it wouldn’t run anything anymore. I had waited too long to switch to a new device, until finally I upgraded straight to the iPhone 4S. I guess I should be a bit more sensitive to the slightly older generations again.
It’s probably the shader on the main character though, there’s a lot going on in there. Either that, or there are too many torches and flame particles in the scene.
I’m sure you know this, but just in case let me share with you some thoughts, maybe this can point you to better optimisations…
The performance of different devices is really annoying, for example you should be targeting the iphone 3GS as the minimum device as well as ipad1g.
Now the problem comes with the gpu, both iphone 3gs and ipad1g share the same gpu, that gpu is good for the small resolution of the 3gs, but suffers of fillrate and general performance when it has to fill the whole 1024x768 ipad screen.
The same goes for the iPhone 4G, it has the same gpu and it suffers a lot with any alpha content on the screen, so your test on the iPhone 4S was good, because the 4S has a proper GPU, you don’t suffer any issue (well not the same issues you can have with an iphone4G).
Also the same goes for ipad2G and ipad3G, both have a decent GPU, so the performance will be good on those devices…
At the end as a small indie you should have an iphone 3GS, iphone4G and ipad1G to test, if tests goes well in these devices, you can safely assume they will run better on the other devices as they are more powerful…