Sorry but the HD version only works on 64 bit devices. But you can download the original version - no quests and less detail, but you can still explore the open world and it's free: itunes.apple.com/app/id885657108
Hello friends! I love your game! Is there any plans to add Apple TV compatibility to it?
Hi Pascualino:) Actully yes - I just released BrightRidge 6.1, and for version 7 i am working on teh Android version and the Apple TV version.
I should have an open beta for android inside 2 weeks - it was already online but i unpublished it because of some bugs. And the Apple TV version is almost ready to go. The big part is adding the MiFi controller support which is going well. And i have to say it looks really cool to play BrightRidge on my tv:)
Ive been itching to make a small update to the game, to open up the procedural backend so you can generate your own worlds. I might do that soon - the landmass stays the same but the people and places will change.
PS: I am not at LV13 ... I was wondering, is the northern map going to unlock? It seems like traveling to Usaka is not possible? Do I miss something?
Thanks George - the northern part of teh world isnt created yet, although it is created procedurally i need to place 'borders' around the landmasses in order for that to work, and ive only done it for the southern half of the nimian continent. Im working on an update though and thanks for your encouragement - i dont think many people play it but knowing someone is asking for that is a good push for me to revisit the code:)
Hey mate - I was searching for HumHub stuff on Github. I never play games - but play this one already 3 hours - quick question, can I somehow save my progress?
Neat -im glad you tried it:) As long as you have cookies enabled it will automatically save your progress as you play Actually it uses HTML storage to save everything. Im working on an update to that will put it on the app store and that will increase the prcedural aspects of it. All of the quests and most of the place names and some of the characters are procedurally generated based on relationships and values that every citizen has.
The game is enjoyable so far! Once we finish the three causes at the beginning, is there more to do besides exploring and leveling up?
Thanks for taking the time to write Trogdor:)
Right now it's just the 3 causes and up to level 10 (in terms of how high monsters and items go)
But I built the causes in part to eventually be procedurally generated like the quests and locations are.
First I'm finishing Nimian Legends BrightRidge HD for January. Its an iPhone and android app coming soon that is set in the Nimian Legends universe (you can actually see BrightRidge on the map near the open coast)
Here's a pic:
Then i am returning to Nimian Legends Empires to add in an update. A procedural set of causes will let players play a lot longer. Im also adding in the ability to change the world seed. Right now the quests and locations and more are based on the number 64 or something i cant remember, but i can change the number i the code and it generates new quests, citizens and locations on the same map. I think it would be fun to change the world number and see how the world changes. Kind of like parallel universes:)
Since the quests etc are based on real world interests and goals, the procedural generated content should still feel somewhat real - like how violent citizens are killers now but humane citizens give more humane quests - while increasing the size of the adventure.
Anyways i hope youl check back and thanks for your support - I appreciate it:)
If this spell is considered to work by draining vital energy, it hits 2, heals 6 if the damage against the mobile is 6 but the life were 2.
yeah, the spells are a bit wobbly right now and definitely need some love. I will take a look at them and add in some new effects,a nd make sure theya re working right. For example it would be good to be able to buy a shield spell like the one you can find in the landmarks because its pretty useful. I dont know if you meant this was a glitch or if its an idea for a spell, but i like the idea of an energy drain - like do 4 damage and gain 4 health from the beast (and vice versa)
What is good about the game design is that i designed it as a kind of algorithm, so as i fix and change the various points on the "tree" there is a natural shape to the data that is forming. For example, i want to make beasts, heros, spells and perks all draw from the same kinds of powers (healing, shield, poison etc) to create new strategies. Its very hard to do but i am optimistic because even in the last moth of development i can see it coming together more:)
Thanks for all the encouragement and all the feedback. i was very happy to see all of this form you when i checked out the forum tonight:)
BTW if you would like to have a character card citizen in the game, let me know what alignment you'd like them to be and what species or career or "look", and also if youd like them to focus on money, religion or power:)
I've the feeling the leveling is pretty quick. In an afternoon, I'm level 10, played in a train, a bus, at home, reading and coding the same time, so maybe 150 minutes for the game.
Furthermore, after 40 minutes, I had at level 5 all my votes for the assasination quest (started with abolish slavery, then stop crusaders, finally support assination). At this stage, I were still figuring how works the battle deck (max number of cards, stacks of non visible cards, etc.), this is maybe a little too quick.
Wow i am impressed you played that long - thank you!
This is really helpful feedback. The game speed is kind of just something i guessed at and put out there. I was hoping for feedback like this over time to help me balance it so i really appreciate it.
Most of the game is procedural, so for example if i change beast difficulty from 1 to 2, each beast will have twice as many hitpoints etc...
What i am thinking based on your feedback is a few things:
Maybe give less experience points for actions Maybe increase the amount you need to go up levels or make it easy for the first few levels and harder as you go along
For the CAUSES like the assasination etc... right now these are hand made for the most part, so i only made 3, but i am working to make them generated as well, so that there would be many more of them. My idea is that as a cause requires more votes, it will affect something higher up in the society.
So for example 3 vote adventures might make slavery legal/illegal at the kingdom level (like ZEA), while 6 vote or 9 vote would affect something on a empire level. I think this will work because they kind of form a tree shape in the data depending on what votes you secure. Getting a ton of people to vote to abolish slavery is great, until you switch to the Crusades cause and suddenly most of them dont support that...
This is a really important aspect of the game so i will definitely make a change and post it here soon:) Im glad that yo played through the ones that are there - it is encouraging to me:)
BTW one more thing that is coming is world generation changes - right now this world is based on a seed number 13 or something - i dont remember off hand, and i have overidden a bunch of citizens, but if you change the number then the location and names of landmarks, the citizens, and the city locations all change. I also have a switch that will overide the custom citizens i have made (example Mer Paldine is always honorable and living in Bresk) so that their alignments and locations can change. I want to give you the ability to "switch worlds" in the first update but it was a bigger job than i thought - but look for it in a future update:)
Someone sees how to access the different alignments?
* Honorable: battle more powerful enemies work * Imperial: the easiest, go to your favorite cemetery * Bloodthirsty: use poison or other weapons
But the others I don't really see.
The alignments are still a work in progress. Right now there are just a few actions that change your alignment, but i am working to make ALL actions have an effect. Id also like to show on the alignment screen a line that shows the path of how you alignment has changed over time.
Your suggestion make me think i should also put a description of what the alignments generally are. One thing that is cool about them is that i am using them as the values for citizens, and citizens actually generate quests based on their values, without my interference - so humane citizens almost never kill anyone and imperial ones do.
here's a quick summary of what each alignment is like - they are kind of analogous to d+d lawful/good/evil/chaotic and citizen quests tend to be something that is in line with their values:
This is a copy paste from my code that shows the 3 spheres that a citizen might be interested in - Politics (power), Religion and Economy, and what their values are inside each sphere depending on their alignment. For example in politics, Imperial people believe in Military rule:
ali == 'Imperial' ? ot = 'Miltary Rule' : null; ali == 'Honorable' ? ot = 'Law and Order' : null; ali == 'Noble' ? ot = 'Diplomacy' : null; ali == 'Humane' ? ot = 'Transparency' : null; ali == 'Rebel' ? ot = 'Independence' : null; ali == 'Anarchic' ? ot = 'Anarchy' : null; ali == 'Bloodthirsty' ? ot = 'Assasination' : null; ali == 'Coldblooded' ? ot = 'Espionage' : null; ali == 'Neutral' ? ot = 'Neutral' : null;
ali == 'Imperial' ? ot = 'Slavery' : null; ali == 'Honorable' ? ot = 'Taxes' : null; ali == 'Noble' ? ot = 'Social Welfare' : null; ali == 'Humane' ? ot = 'Charity' : null; ali == 'Rebel' ? ot = 'Abolition' : null; ali == 'Anarchic' ? ot = 'The Black Market' : null; ali == 'Bloodthirsty' ? ot = 'The Exploitation Economy' : null; ali == 'Coldblooded' ? ot = 'Pure Profit' : null; ali == 'Neutral' ? ot = 'Neutral' : null;
// ali == 'Imperial' ? ot = 'Religious Rule' : null; // ali == 'Honorable' ? ot = 'Crusade' : null; ali == 'Imperial' ? ot = 'Crusades' : null; ali == 'Honorable' ? ot = 'Preaching Faith' : null; ali == 'Noble' ? ot = 'Curing the plague' : null; ali == 'Humane' ? ot = 'Caring for the sick' : null; ali == 'Rebel' ? ot = 'Religious freedom' : null; ali == 'Anarchic' ? ot = 'Freedom from religion' : null; ali == 'Bloodthirsty' ? ot = 'Burning the sick' : null; ali == 'Coldblooded' ? ot = 'Heal the Rich' : null; ali == 'Neutral' ? ot = 'Neutral' : null;
And here's a quick rundown of what each alignment means in my head and the game:
Noble: Good who believe society can move forward together Honorable: Believe in law and order above all else, neither good nor evil Imperial: Evil citizens who believe in absolute rule Coldblooded: Evil, logical, working for profit above people Bloodthirsty: Just crave chaos, violence and blood - kind of like chaotic evil in d+d Anarchic: Chaos and freedom at all costs Rebel: Good people wh beleive in individual freedom and independence Humane: Good and non violent, believe in helping others
Neutral is in there too, but i dont really use it because i found it was kind of boring:)
Once i have all actions connected with alignments, it will make more of a difference - for example, the healer Saroo in Bresk is Humane and her quests (give charity) are humane too, but right now it doesnt count as a humane action, but i will fix that soon. Thanks for the insight:)
Spells you learn in city should cost karma to cast too.
That will saturate battle deck and force player to choose: armor or free slots for karma regeneration items?
Hey Shrul - this is a really interesting suggestion - right now spells are no different from weapons, and ive been thinking that they should be something more unique. Like for example maybe they are free but cost karma (mana?) or really cheaper gold but cost mana. Either way it does make sense to add a spell catsing cost - then if you choose SPIRIT which gives you more KARMA it would encourage you to use sells and make you better at them. Right now the spells are kind of a messy leftover from my first version of the game, but im thinking they should be more like the PERKS you collect in the landmarks - maybe reusable? I am marking this done as a note to rethink the spells and im pretty sure i will try something new. Thanks for making me think about this some more:)
BTW one thing i did think of last night is that PERKS that regenrate Karma should have zero cost, making them more valuable and strategic as cards - and kind of like armor in that it makes you more powerful but isnt neccessatily about a specific attack with damage - somehow i should be able to put something new together.
The karma is generally defined as a measure of the actions the character do.
In hindouism, and later in buddhism, it's more the collection of the actions than a score, but in video games, it tends to be a rather Manichean figure increasing when you do good actions and desceasing when actions are selfish or destructive for other beings.
I'm not sure it's the most appropriate term to name the power, the energy, the stamina still at the disposal of the character to use arcanic lore.
A good word for that is mana, and it's used in this definition in Magic the Gathering or Ultima Online. It comes from Austronesian cultures, where it's the quantity of power you have for supernatural actions.
wow - you know your stuff:) I just learned something new from you.
I chose Karma partly to be different and partly because it felt right, even though technically it isnt really about Karma like you describe it. But a few people have asked for more traditional game mechanics in some areas, and maybe using the word MANA would be clearer since most rpg players knows what it is, and youre right that the karma is more like mana spell points. Maybe KArma would be something i could use in conjunction with your alignments? Ill make a note and give this some serious thought.
Thank you - Ive created a feedback file and am placing all of your feedback in it. It SHOULD only show the tutorials once, but there might be something wrong with the saving of those partcular variables. Once you access a tutorial the game saves the fact that its already been opened - so i will double check this. There are a LOT of popups and i want to make sure to only show them once because they can be overwhelming especially at the start.
Hi Robert, this is Nullzone from Toucharcade. Just hopping by to say hi Will signup for sure later. Congratulations on your own forum! How's the countdown for BrightridgeHD coming along?
Best wishes, Nullzone
Thanks Nullzone:) Im pretty happy with this free forum, thanks to the people at Proboards. Im still trying to figure out how to make it email me when there is a new post though:)
The BrightRidge update is coming along great, and i also update Nimian Legends website - that map game - and squashed some big bugs. I feel like i am adding polish to both of the games now that i am focusing on just them. I excited to get the new BrightRidge out soon.