Hey, it’s almost spring! We haven’t talked about Battleheart 2 since last year, so here’s a quick update on where we’re at.
The majority of what we’ve been working on since our announcement of the game is enemies and heroes. This mostly involves art/animation, since our core systems are already pretty robust. Occasionally some new code is required to support an entirely new mechanic (like, say, summoning a temporary ally) but most of that kind of stuff is already in the bag. By the end of this month, we will already have as many heroes and items finished as the original Battleheart. The final hero count we’ll ship with is undecided, but we currently have a nice split so far between returning classes/abilities along with totally new ones. We’ll ship with at least 12, but I’d like to get to 16, so there would be 4 of each major archetype (tank, support, melee and ranged dps).
When it comes to enemies, we also have a bunch of those done as well, with most of our usual suspects making a return from prior games. We’ve got a half dozen or so that we still want to add, but we already have about as many enemy types as the original Battleheart completed, excluding bosses. Boss encounters are still to come, we have a list of boss concepts designed but haven’t started building them yet.
So, between now and release – the rest of the bad guys and heroes, a bunch of background art (we’re working with at least one contractor, maybe another if we can find a good freelance painter) and our menu systems are the main chunks of work remaining. I still can’t put a release date on it, only that we’re aiming for this year.
This has been a busy year for us at Mika Mobile. We launched our latest game, Lost Frontier. We’ve dusted the cobwebs off our back catalog, and revived our old android games. So what are we up to now?
After shipping Battleheart Legacy, the answer was simple – lose a lot of sleep and care for a newborn child. It’s no secret that our studio is an indie family affair, and when 100% of your staff is on maternity/paternity leave, not a lot happens.
I’m going to be candid – it was a struggle getting inspired and back to work after being a full-time parent for months. Battleheart Legacy was our biggest game yet, took over 2 years of our lives, and that was before adding a time-consuming infant into the mix. There was a time a couple years ago, sleep-deprived and creatively drained, when I wondered if we’d ever ship another game.
Obviously the creative juices did eventually return. Lost Frontier ended up as a departure from our past games in many ways, and one of those was scope. It was conceived in terms of “what would be a fun genre we haven’t tried yet?” while also considering “what can I do now that my time is more limited?”. A turn-based strategy game seemed like a perfect intersection of fun, novelty, and approachability from a development standpoint.
I wouldn’t call developing it easy, but compared to some of our previous games it came together pretty quickly. It was the perfect project to get back into developing games after the seismic life-change a baby brings. That isn’t to say it wasn’t also a step forward for us as developers – Lost Frontier’s AI was a unique challenge, and we pushed the envelope with how many sprites we could fit on screen. Still, we knew when it was done we’d be ready for something a little more ambitious and crazy again.
So we’re tackling Battleheart 2. A true sequel to the original Battleheart.
Battleheart Legacy was bigger and more elaborate than its predecessor, but also fundamentally different – the shift to playing a single character, the change in art direction, and trying to focus on dialog and exploration brought with it pros and cons. Obviously we’re immensely proud of Legacy, but with this title we wanted to revisit the core experience of the original Battleheart, and polish it to a mirror sheen. That means the return of managing an entire party of heroes, crisp and appealing 2D graphics, and the goal of making fun, frantic combat the main attraction. The core ideas for this iteration have been simmering for a long time, and I feel it will marry some of the best elements of the two Battleheart games, bringing the foundation we established in the first Battleheart into a more refined and feature-rich form.
Although we’re still early in development, we’re committing to a couple exciting features that I can talk about today. One is a whole new level of 2D art and animation, as seen in the screenshot above. We’re trying out a more “painterly” look rather than the flat line-art we’ve been known for, and I think it’s turning out great. You’ll definitely still recognize it as a Mika Mobile game (especially when you see it in motion), we’re just raising the level of detail a couple notches.
The other big feature we’re very excited about is co-op multiplayer. We dabbled with this in Zombieville 2 many years ago, and learned some lessons on how to handle (and not handle) things. It’s a tricky feature, but we think it’s worth it. Doing battle alongside a friend or two, where you divide up responsibilities and control different party members is already playable at this stage and very fun. The game supports up to 4 players, with each nominating 1 or more of their individual characters into a communal party. Want to group up with 3 pals and have a little mini-raid? That’s the idea.
Lastly, we plan to launch on Android simultaneously (or very nearly), and multiplayer will be cross-platform. A PC release is something we’re also strongly considering. This will be the definitive Battleheart, and we want everyone to be able to play it.
This is the earliest we’ve announced a game before (we’re only about 3 months in), so be aware that this isn’t something you’ll be playing for a while. We’re already through R&D mode, during which we’ve built tools and workflow improvements, experimented with art style, and generally learned some new skills. As of today we’re full steam ahead with production, rapidly adding new heroes, abilities and bad guys. We have our core systems complete, but a lot of art and animation left to do, so look for a release some time next year.
Keep an eye on our twitter (@MikaMobile) for future announcements.
The last few years have kept us pretty busy. Between Lost Frontier, Battleheart Legacy, and having a child, we’ve been spread pretty thin. This has lead to some cobwebs forming on our older games, in the form of compatibility and features withering due to changes in modern iOS and Android versions. Since we’re between projects, it seemed like a good time to take care of some of this.
First on the list, Zombieville USA 2. Over time, multiplayer functionality has been spotty, randomly failing to work for some users. This has been particularly frequent since iOS 9 launched, which also introduced some music playback issues on some devices. Further, we never made an Android version, in part because the multiplayer feature was powered by the Apple-exclusive Gamecenter. It didn’t make sense to launch it with one of the key features missing.
We’re killing two birds with one stone. Zombieville USA 2 is launching on Android today, with multiplayer and all other key features intact. This necessitated migrating to a new multiplayer system, which replaces Gamecenter in the newly updated iOS version, also launching today. Besides being more reliable, this system is cross-platform, so players on both versions can play together wirelessly.
Another one on our list is Battleheart for Android. It’s no secret that five years ago, we had given up on the platform. There were some annoying obstacles for us back then that soured our experience with Android, but those are a thing of the past today. Part of it is the platform, storefront and our tools improving. Part of it is simply us learning from our mistakes (we are human!). Our last two games, Legacy and Lost Frontier, have been pretty painless to develop and support on both platforms simultaneously, and we plan to continue that tradition. Still, the original Battleheart remained a constant reminder of our rocky history with Android.
For quite a while, it’s been lacking some content we added to the iOS version, and it’s also no longer functional in Android 5+ due to being built in an ancient version of Unity. I’m happy to report we’ve finally gotten around to bringing it kicking and screaming into a modern Unity release, but there’s a not-so-small issue… we don’t have the keystore file required to sign updates to the app anymore. What this means is that I can’t update the app, I can only resubmit it as an entirely new app, and existing owners would have to buy it again to get the new version. This is 100% my mistake, so there’s no way I’m doing that. Neglecting the app was bad, asking anyone to buy it twice would be salt in the wound.
The only proper way I saw to solve this was to release the app as a new version, and make it free. If you’ve been waiting forever to play Battleheart again on a modern android device, you can grab it right now. This new release also includes the two classes (ranger and paladin) that have been long missing on android. Sorry for the wait.
The same issue applied to the original Zombieville USA. It was authored almost 8 years ago, and was no longer compatible with modern android versions. This too has been resolved, and for the same reasons above, has been re-released as a free app.
With these cobwebs dusted off, we’re ready to focus on our next game. Til next time!
Hey folks, we’re getting near the finish line on our next title and wanted to finally share a few details about it, along with some of the thought process that lead to this project. So, here we go!
Lost Frontier is a turn-based strategy game that takes place in a fantasy-western setting, where the Old West and the Occult mingle with a dash of improbable technology. With this project we were excited to try something a little new for us. Turn-based games are something we’ve played a lot of over the years, but we hadn’t tried to make one yet, so it seemed like a natural choice of genre to tackle. That said, there’s a lot of variety within turn-based games, and we’ve enjoyed everything from Civilization to Final Fantasy Tactics to X-com.
We just released Battleheart Legacy on Google Play! Unfortunately it was a bit of a rocky launch, as somehow our first build got scrambled during the upload process, and kinda lost 95% of its data. We noticed, puzzled, that the live app was listed as being only 7.4 mb and started to have a little panic attack. We quickly submitted a fix, but unfortunately that means a handful of our first buyers will have to download the next version which was submitted shortly after the first, but will take a few hours to fully propagate on the store. So if you download the game and find it’s not working, please grab version 1.2.2, which should be making it’s way through Google’s servers in the next few hours.