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BowMaster1

BowMaster Prelude

BowMaster 2


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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