Yeah, it's evident that graphics mean more than gameplay to most people, even here at TA. That's why Rogue Touch never made critical mass, despite being front page here several times and in a few podcasts, and featured by Apple. People didn't like the graphics. Even though RT graphics were a dramatic improvement over ASCII, or the old 16 color low res stuff on the Atari ST As you noted from the teaser image I posted above, we've got some new looks and style for this next game. It is also being designed from the beginning for the iPhone, rather than trying to adapt a classic game like rogue that required a full keyboard to play it. Still, I stand by Rogue Touch as a great example of how to take a classic forward without forgetting its original charm. Anyway, glad that everyone enjoyed the peek. I'll try not to be so silent about the game as we move forward
I love this graphic! But font has to be changed I predict some serious players in RPG genre here! Good luck!
Thanks! Fortunately that font is NOT going in the game, because it would be very hard to read after a while. I applied that text over the snapshot in my paint program, and simply picked a random font
I ment rather lack of antialiasing but.. You are right Keep us informed about progress. Is it going to be dungeon-crawler only?
Good! I'm not a fan of cursive fonts like that. Although, shoot, with all of this dialogs will I now have to look at baddies in the eye and talk to them before I kill them?