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My friends and I work hard to make what we love, RPGs! Azmara is currenty in development! (Forums : Mobile Gaming : My friends and I work hard to make what we love, RPGs! Azmara is currenty in development!) Locked
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Oct 28 2014 Anchor

Explore the unforgiving world of Azmara!

MULTI-LEVEL MAP LAYERING SYSTEM [COMPLETE MAP LOADING]

We have discovered a very innovative map-layering system that has been catered to 2D RPGs and our development platform, Corona Labs. This new design will make our game VERY unique to the other mobile-rpgs. Azmara is inspired by the games we played countless hours of as we grew up (specifically Zelda). Classic action-rpgs like Zelda, Secret of Mana, Final Fantasy and many more consumed most of our childhood and teen years. However newer software has allowed us to change the way we play these games. It will allow greater world exploration and will certainly increase puzzle complexity. It is always a great feeling to find a weapon and make your way through a new part of the map with its unique abilities. The addition of the unique '3D' design will surely keep you guessing!

TEST .APK: EXPLORING DEPTH LEVELS USING MULTI-LAYERING TILES [COOL!]Hey Gamers,

My name is Drew Mochrie and I am the founder of Rollplay Games Ltd. Over the past 4 months, my friends and I (a large team of 3!) have been developing Azmara for android devices. Our goal is to develop and publish Azmara for android and ios devices [smartphones + tablets]. Our mission is to revolutionize 2D role playing games with our unique map-layering system. Why make a company out of it? We want to show everyone that we are determined to deliver more than just a game. It was quite the learning curve after we experienced the amount of funds needed for coffee...but I digress.

Erik Zorn-Wallentin [programmer + co-founder] and I have been friends since elementary school and have shared our thoughts on the different video games we played growing up. Both of us had come to the conclusion that the Zelda franchise was the most influential game as the years progressed. We decided to drop all other plans and go right into development... but we needed a third man. After sharing the idea with a couple friends the idea spread to Michael Hui. We knew we had found our third man after discussing our plans with Michael.

Role playing games are large projects to tackle. However we are already taking RPGs to the next level. Like many other developers, games of our past have inspired us to develop our own game. Our intentions are to give you the same rush of excitement that Zelda games gave us. However we have come a long way since A Link to the Past and Minish Cap. We are using newer software and tools compatible for mobile devices. This will allow our game to be highly interactive and engaging. Mobile devices are the 'new-aged' GameBoy in a sense.

It is amazing how far technology has come; Ten years ago I was having a hard enough time choosing one of the 10 ringtones that existed on my 'flip phone'!

Very few mobile role-playing games are created native to android or iOS devices. A lot of mobile-rpgs that exist on the market today have to be played using an emulator. This sacrifices a more user-friendly interface and doesn't allow updates or changes. Moreover, the games today that are native to mobile device software require no effort to complete.

This is where Azmara is different. We don't want to make a game where completing it is based off of health and power levels [Over 9000!]. Azmara will take ‘skill’ to complete; every element of this game will test your wits.

A Personal Message from Azmar a.k.a Erik

“We want you to find the unique traits of each weapon and defeat each boss based off strategy / specific boss mechanics. You can try to run up to a boss and spam a button but you will be punished for it. We want you to move around; Think a bit for every dungeon as the difficulty will quickly get harder and harder. It will feel very satisfying and evoke emotions to overcome the obstacles in Azmara, and I am very excited to also show off our VERY dynamic multi-level map system that will make solving puzzles and killing monsters very fun! I am proud to say how much we have accomplished with a small team in a few months. I would like to stress that most of the hardest parts are over, and adding anything new can simply take a few minutes. A few months ago everything took hours because we didn't have the core game done like we do now! What you see now after 4 months will be drastically different with few months extra. We are finally at the fun stages and will have way more to show for the full game.”

THE TEAM

Drew Mochrie - Founder + Lead Designer

Erik Zorn-Wallentin - Co-Founder + Lead Programmer + Designer

Michael Hui - Graphic Artist + Designer

Graphic Artist #2 - In search of recruits, like you? *see below

Over the past 4 months our main priority was developing the core mechanics of the game. Azmara's game mechanics will be similar to the ones used in action/adventure role-playing games during the 1990’s. Fights and battles will be based off strategy and not spamming the ‘A’ button. Strategies used to defeat certain monsters will become more difficult as the game progresses. In addition, our VERY dynamic multi-level map layering system will make puzzle solving more complex and world exploration more interactive and engaging!

Weapon and Inventory System: This is especially difficult when we are catering to mobile devices. We were very careful with the layout of our interface; we had to make sure that the touch actions would not interfere with playing the game. The reason why some great PC games aren’t successful on the mobile market is because the user interface is too overpowering. We have implemented a very dynamic weapon combo system. In order to keep the screen from becoming over-filled with action buttons, we implemented a 'weapon cycle' system that allows a total of 4 weapons equipped with 2 active slots that are rotational. This allows for more engaging battles and more options for success when you are fighting a difficult monster.

'If only I could use my hammer and my sword... OH WAIT, I can! Time to die slime!'Touch Interface: Select weapon and select desired slot(1-4) [Layout still in development]

- Our layout will include various weapons, spells, and items placed in separate categories

- Graphics for inventory + UI controls will be made more fluid

- Eventually aiming to include skill tree set if we find a leprechaun with a pot of gold

- Will also include options tab for help, volume options, and IAPs

Map Interactiveness and Exploration: One of the best times in a role playing game is finding a unique weapon, spell, or item and discovering its special abilities to kill a monster that you could not kill before. In addition, there would be various places throughout the world/map where you could use the abilities to unlock new areas, find new monsters, and even more weapons and items. The possibilities are endless with with this new map system; map designs will be very dynamic and world exploration will be more interactive than ever.

A great screen capture showing the depth that can be added; I wonder what's down in that chest!?ARE THERE ANY PIXEL ART MASTERS OUT THERE!?

Our goal for Kickstarter is to fund a 2nd graphic artist and complete the necessary artwork to complete the game! [Launching November!]

We have been fortunate enough to make it this far into development; through the support of family and friends as well as our salaries we make in university/college :) We will use Kickstarter to hire a 2nd graphic artist and to fund the rest our project. Thanks to my family and friends' support and with a boost from Kickstarter, we'll be on our way to creating a masterpiece!. As of right now we have 'invested' approx. ~$25,000 in this project and are asking for $17,000 to complete. We want nothing more than to see a game we made available to everyone, it has always been our dream. I can't wait to see the game being played by someone else and see them struggle over the complex dungeons and intense boss fights.


Our intentions are to reveal early 'beta' files to backers on Kickstarter. Backers will be able to test the game-in-development and share their thoughts on our forum discussion board. Backers can also pledge for a reward tier that will grant them various rewards ranging from beta-file updates to monster t-shirts (don't worry, they'll fit you!). Unique rewards will also be included which range from designing/creating a boss fight to becoming a character in the game!

We are thrilled at the amount we have completed in 4 months however being a team of 3 we have to get as much feedback as possible! Our intentions are to release our early test files to as many interested gamers in order to receive as much feedback as possible. This will give the users who try out our test files to directly influence the changes and improvements made to Azmara. We are currently in the process of making a private forum that will allow individuals to share their thoughts and discussions with us. We will be making this forum available to backers on Kickstarter [depending on the amount pledged]. Multiple test files will be included to show Kickstarter backers how we intend to implement the changes and improvements discussed. This is a game made to be played by the masses, so why shouldn't it be made by the masses?!

Above all, we thank and appreciate all gaming communities like GameSpot for making it possible to reach as many gamers as possible!

CHECK OUT OUR WEBSITE! (Forum coming soon!): www.rollplaygamesltd.com

FIND US ON FACEBOOK: www.facebook.com/rollplaygamesltd

TWEET ON TWITTER: www.twitter.com/rpglimited

BROWSE VIDEOS ON YOUTUBE: Youtube.com

MORE UPDATES COMING SOON! CONTACT US FOR MORE INFO! CHRISTMAS IS JUST AROUND THE CORNER, TEST THE GAME ON YOUR NEW PHONE!

General Inquiries: info@rollplaygamesltd.com

Employment+ Investor Opportunities: drew@rollplaygamesltd.com

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