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BowMaster1
BowMaster Prelude
BowMaster 2
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Key Features
- 2006/05/21
Allied Units - No longer must you fight
the battle alone. Call upon allied footsoldiers to engage
the enemy on the battle field. Try to avoid friendly fire
as your troops hold the line!
Unique Character Classes - Choose between
three character classes (Hunter, Mage, Engineer) each with
their own set of special upgrades.
Story! - That's right, this game will now
have a beginning, middle and end meaning that you'll have
true sense of accomplishment after actually beating the game.
(Unlike BowMaster 1 where the game never ends)
Practice Mode and Unlockables - You'll be
able to play a never ending 'onslaught' mode against a configurable
set of enemy types. The types of units available to you will
depend on your progress in the game. So as you beat levels
in the single player campaign you'll unlock new enemies and
upgrades that you can use in practice mode.
Commandable Units - Various types of allied
units can be ordered in different ways. For example, you can
tell your archers to fire at a specific target, fire at the
ground, or hold fire. You can command footsoldiers to hold
position, advance, or retreat. A very important distinction
must be made -- you will not need to micro manage your armies
like you would in a real time strategy game like C&C or
Warcraft. Your allies will have built in AI that is fairly
smart (as smart as your computer opponents at least) and they
will engage enemies and acquire targets all on their own.
The ability to issue general orders will allow you to make
strategic decisions about how to engage the enemy. For example,
do you really want your catapults and archers firing at the
enemies close to your own footsoldiers, or do you tell them
to target the enemy archers or hold fire?
Several new Upgrades - Of course you'll see
the standard weapons -- fire arrow, ice arrow, bomb arrow
-- but you'll notice that there are several new and interesting
weapons that each provide special strategic opportunities.
For example, a mage can summon a thunder cloud that strikes
lighting at enemies who are unfortunate enough to be underneath
it. Hunters can cast nature summon spells that cause trees
to attack nearby enemies with their roots. Engineers can fire
multi-flak bombs -- multiple explosions detonated in air at
once. Visit the Arrows and Spells Section for more information.
Several Game Objectives - Not only do you
defend your castle, but now there are situations where you
attack the enemy's castle. There's even a capture the flag
mode.
New Shooting Interface - The shooting interface
now allows you to click and drag from anywhere on the screen.
You are no longer limited to clicking on the specific area.
The reference point is still a specific location (e.g. tower)
but now you have more room then the small space between the
tower and the left edge of the screen.
Enhanced Graphics and Performance - The game
is being developed with performance and mind, but the graphics
are also significantly better than BowMaster1. There are unique
character animations for moving, attacking, falling, dieing.
And with the enhanced performance, you'll be able to have
more troops on screen giving you epic battles unlike anything
ever seen in a 2D Flash game.
Saved Progress and User Profiles - Now you
can save more than just your XP points and max level reached.
In fact, you can have multiple profiles saved on the same
computer. When you play the game, it will save the upgrades,
your rank, the XP stats for each of your upgrades, what level
you are on, and various other stats unique to your profile.
When you quit and later come back to that same computer then
you just load your saved profile and you don't have to rebuy
your upgrades every time you come back to play.
Smart AI - Archers and catapults will acquire
targets on their own, shooting with variable precision. Footsoldiers
will attack nearby enemies. Flying enemies will execute bombing
runs with variable precision. Priests will heal friendly units
when they are injured. Peasants will repair damaged catapults
and structures. Enemy warlocks will raise skeleton warriors
from dead troops. Every unit will have a sense of purpose
which ads to the strategy. You'll need to prioritise your
targets based on their relative threat to the scenario (e.g.
do you aim for the priests in the back that are healing everyone?
How about that wizard off in the distance that is about to
summon a meteor strike? Or do I try to eliminate the soldiers
that have already made it to the base of my castle?)
Unique Bosses - Rather than just repeat the
same boss ever ten levels, there will be unique bosses each
with there own set of strengths and weaknesses.
Unique Levels and Terrain Features - Every
level will feature a new terrain. There will various terrain
types: Snow, Desert, Hills, etc. Several new trees and rocks
are being created for the game. Some levels may feature special
structures such as towers that units can garrison.
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