Unity Awards Entry - Ravensword: The Fallen King

Here’s our entry. It currently runs on iPhone, but we intend for it to establish world domination of all computing platforms sometime in 2011, at which point I’ll be named Supreme Galactic Emperor.

Always aim high!

Wow! Looks very good! Congratulations.

Yes great looking…

Are there any games on the iPhone in similar genres that look this good? I haven’t seen any. That’s going to give you a huge advantage on the market. It looks awesome!

Care to give any more info on the production so far? It looks like a major step-up from the other projects listed on your site.

The main thing that happened was I met Josh Pressiesen, and he has been a firehose of assets and levels. All you actually see in the screenshots is his work.

The game runs really sweet though, even on my first gen iPod, thanks to the 1.5 update and some careful design. It’s a big jump in complexity because I finally found a collaborator that would produce awesome work and send it to me. All the other projects basically starved for lack of art. When Josh started flooding me with assets, I went all in for a fairly large project.

Plus I’m starting to really grok C#, instead of trying to make it work like C++, and also am getting really comfortable with Unity.

Wow, this is most impressive. When this comes out for the iPhone, I want a copy. :slight_smile:

Oh, and can you clone Josh and send me my own? I want one, too. :slight_smile:

I can’t wait to actually get this on my phone. Very impressive effort!

Impressive.

Looks great - think I remember seeing this on TouchArcade. The screenshots remind me of something I’ve been meaning to look up and never did.

How are you doing the depth-cueing/fog. Is is easy on iPhone Unity?

These are iPhone shots… WOW!

Matt.

Wow.

This looks really great. I’ve played most of the RPGs on iPhone and haven’t yet found one that’s actually good (most of them have really awkward controls) so I hope this plays as well as it looks.

How’d you manage to keep the drawcall count low enough? Do you use any lights or just ambient lighting?

This is one perfect example of how textures are the core of visual quality in any 3D game :slight_smile:

(can’t wait to buy it)

Depth queuing just ‘happens’ and fog is just a matter of turning it on and setting the density and color.

The controls are good… I spent a lot of time tweaking them, watching people use them, and tweaking some more. I might do just a bit more to make it easier to aim the bow at distant targets.

I used my meshmerger script to get the draw calls down, and we do use a few lights. Ambient is used only for the user’s brightness setting.

If you don’t mind my asking, how big is this thing uncompressed?

About 80 meg.

That looks amazing. Never, ever let go of your artist.

Easily one of the best looking iPhone games I have ever seen. Amazing work!

Looks fantastic! Nice work - can’t wait to play :slight_smile:

Uhm… iPhone WIN! Amazing work! More screenies please!

This looks amazing! Are those really from a palm sized computer, because that’s about as good as 10 years ago in a full feature desktop machine! Well done!