Any good solider needs equipment. I knew I wanted to have an extensive use of items (magical and otherwise) right from the beginning. And although the game has undergone many changes equipment is still a major part.
The only equipment used in the game is strictly battle related (since the game is …
The only equipment used in the game is strictly battle related (since the game is …
Immortals have disciplines and creatures have creature abilities. The main difference being creatures start with all the creature abilities they will ever get.
Immortals can never have creature abilities, although creatures can have disciplines (although they don't "gain" disciplines...they start …
Immortals can never have creature abilities, although creatures can have disciplines (although they don't "gain" disciplines...they start …
Spells are not enough. I wanted powers and abilities to choose from for all characters and not just spell casters.
I got my inspiration for a large variety of skills primarily from dungeons and dragons and from games like Heroes of Might and Magic and Age of Wonders.
In Age of Wonders you can selec…
I got my inspiration for a large variety of skills primarily from dungeons and dragons and from games like Heroes of Might and Magic and Age of Wonders.
In Age of Wonders you can selec…
I don't know when exactly I kind of thought to myself, "I think people will pay to play this game if I make some changes"? I suppose I always thought people would like it, even if the graphics/interface weren't pretty to look at. But that of course was pretty naive.
But at some point I did decide …
But at some point I did decide …
One thing I wanted from the beginning was a variety of spells & powers to customize your individual characters with. Keep in mind the game did not start out as a collectible card game and my main inspirations were rpg & tactics games (fantasy/ogre tactics). So, the first thing I did was m…
One of the things I quickly realized when trying to do a large game project with no progarmming experience is that people will tell you its a bad idea. And they're probably right.
They say start small, complete games, and then move on to something bigger. But that didn't appeal to me and I felt …
They say start small, complete games, and then move on to something bigger. But that didn't appeal to me and I felt …
I'd like to explain my thought process as to why I went with the kind of battlefield I did.
When I imagined the game years ago I envisioned I pictured a landscape like most battlefields with some 2D full body shot characters on each side. Kind of like the Final FAntasy screenshot I have. I thoug…
When I imagined the game years ago I envisioned I pictured a landscape like most battlefields with some 2D full body shot characters on each side. Kind of like the Final FAntasy screenshot I have. I thoug…
So about a year later I decided I really wanted to make my game. I had no idea how to program although my dad was a programmer when I was a kid and I did learn a little in high school (very little).
I first tried C+ but got Borland Compiler and somehow the book didn't seem to go with the complier. …
I first tried C+ but got Borland Compiler and somehow the book didn't seem to go with the complier. …
I started Immortal Kingdoms because I wanted to play a certain kind of game and it wasn't available. I'm sure many of you have had the same inspiration.
It began in 2001 when I decided to make a "paper" game to just mess around with. My passion for games was fantasy, and in particular turn based f…
It began in 2001 when I decided to make a "paper" game to just mess around with. My passion for games was fantasy, and in particular turn based f…
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