Thanks for your kind words regarding Dungeon Memory!
I´m currently working on a update. The story with the first version was to keep my mind busy while doing chemo due to cancer. After I was declared well, I kind of left the project alone due to other stuff. Now they have found a new tumor in my liver and I am doing chemo again, so I have been revisiting my old friend Dungeon Memory a little bit.
I am trying to get into Arraymaker to make level editing and loading easier but I havent really worked out how i could use them. Maybe I need to build a level editor that exports into XML or similar then have arraymaker read this.. i dont know yet..
I mostly worked on graphics and Interface with the free version of NGUI, which I will buy when I start release alphas.
I also wanted to include a "Town portal shop" so a player can access a shop to sell torch for hitpoints or lower hitpoints limits for more torch and so on. It complicates the game a bit and a Probably I will leave that for an update or for later in the game. Can be cool to finish a lot of levels and suddenly the game grows more complex..
My goal is to make the game with a set number of levels (100) but different challenges for each level, like "kill all rats for an healthpotion" or "finish this level in less than 15 turns for a +1 healthlimit boost"
Also I figure using hashtables might get the board to set up faster. The old version that you can play sometimes takes a very long time to set up the Bricks, because the randomization still tries to pick Bricks that are already all on the board. When there is only one brick left, it only gives 1 chance in 8 to pick that final brick. And If I add more Bricks the setup will take even longer.
I still havent realy gotten my head around this Arraymaker thing, but I know my answer lies there, so I will just lurk the arraymaker thread for info.
Here is a preview on what I have done so far:
A fat Logo
A Shop that works, you have 10000 gold to test with. First thing I made with NGUI and PM. Made in two days, with nausea breaks
Quest is just static atm
No actual gameplay yet.
Button "Legend" will hold information about what the bricks do, but they only appear after you actually clicked found them. Also I will have a "tooltip" for each button and brick that can be disabled and enabled.
"Menu" will old options like save, retire, tooltips on/off, Music and sound settings etc
I think of simplyfing the game in the beginning and start with a fewer set of Bricks, maybe 4x4 to get
people comfortable and make it easy to get into, then introduce more bricks and more monsters, bosses.
The "Potion" and "Keys" button are there to try if one should be able to decide when to use a key or potion.
It is evil to get a potion if you have full health and have it consumed to no effect.
And a link to the cuurent "alpha" in iPhone standing format
www.successfulhero.com/UnityDM/Alpha001/WebPlayer/WebPlayer.html