We've moved forward with the changes; while playing I realized the early graphic mock‑ups were not very functional, so the layout of the shortcut and directional buttons that follow the thumb has been resized, configurable auto‑targeting, swipe for quick changes on various elements, setting a skill as an action button, useful for classes like the mage, auto‑targeting of NPCs with the action button that lets you talk to them or pick up items (the last two aren't shown in the video, but I'll try to make more complete ones).
We are still in a very early and "messy" stage; you can see it from the huge windows and buttons and some parts of the desktop skin, but mobile gameplay is already becoming a reality. I didn't think it could reach such a level of fluidity and playability, considering it's a game over 20 years old.
What can I say, I'm very satisfied, but there is still a lot of work to do.
Later I tested Payon Dungeon and, to be honest, as a mage I managed quite well, but there is room for improvement. Especially enemy targeting, an important phase if we want enjoyable WoE or PvP later on.
We are still in a very early and "messy" stage; you can see it from the huge windows and buttons and some parts of the desktop skin, but mobile gameplay is already becoming a reality. I didn't think it could reach such a level of fluidity and playability, considering it's a game over 20 years old.
What can I say, I'm very satisfied, but there is still a lot of work to do.
Later I tested Payon Dungeon and, to be honest, as a mage I managed quite well, but there is room for improvement. Especially enemy targeting, an important phase if we want enjoyable WoE or PvP later on.