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Wizardry


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12 réponses à ce sujet

#1
rjshae

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I'm surprised nobody has followed up with a modern port of more of the Wizardry dungeon-crawl classics. I see Proving Grounds of the Mad Overlord is out there from back in 2003, although I suspect from the review comments that it could be enhanced a little.

Hey, here's a thought: one could create a flat placeable that looks just like a sheet of grid paper, then place it over the map as a static object and raise it up so it can't be seen during the game by the player. (It could just be a 4x4 grid, then multiple copies can be placed as appropriate.) Map notes could then be used to mark the grid squares as the player moves across the level. True, it would be a bit of a pain to put a trigger in each square, but it could be used to implement "old school" map-as-you-go dungeon crawls.

:devil:

Regards,

Modifié par rjshae, 22 août 2011 - 05:10 .


#2
kamal_

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Check out Lance Botelle's fog of war system. Shaughn78 is already using it in Risen Hero.

#3
Kaldor Silverwand

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Porting can be very time consuming and the audience is likely to be small and harshly critical of the effort.

Wizardry, Akalabeth, Ultima, and Bard's Tale. Those were the good old days. My favorite remains Dungeon Master though, which I think would be remarkable on an iPad.

Regards

#4
rjshae

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kamal_ wrote...

Check out Lance Botelle's fog of war system. Shaughn78 is already using it in Risen Hero.


Hey that's cool. Thanks!

I notice though that some Jherq has used the page to post a spam link farm.

#5
rjshae

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Kaldor Silverwand wrote...

Porting can be very time consuming and the audience is likely to be small and harshly critical of the effort.


Yes that's true, which ultimately is self-defeating.

#6
Dorateen

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I wonder if that's what Indira did, using a grid placeable, on her Dao maze from Trial and Terror.

Now that was a killer dungeon! A hardcore, Wizardry inspired dungeon crawl could be fantastic, I think, if done right. That was a large part of the appeal of those old school games, their unforgiving nature. And of course, perma-death.

Harumph!

#7
rjshae

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Dorateen wrote...

I wonder if that's what Indira did, using a grid placeable, on her Dao maze from Trial and Terror.

Now that was a killer dungeon! A hardcore, Wizardry inspired dungeon crawl could be fantastic, I think, if done right. That was a large part of the appeal of those old school games, their unforgiving nature. And of course, perma-death.

Harumph!


Would hardcore mode do that?

#8
kamal_

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Grid placeable, the turn based mod, and freezing all animations in place== pnp with miniatures.

#9
Dorateen

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rjshae wrote...

Dorateen wrote...

I wonder if that's what Indira did, using a grid placeable, on her Dao maze from Trial and Terror.

Now that was a killer dungeon! A hardcore, Wizardry inspired dungeon crawl could be fantastic, I think, if done right. That was a large part of the appeal of those old school games, their unforgiving nature. And of course, perma-death.

Harumph!


Would hardcore mode do that?



I think you would somehow need to disable the save option, except for certain locations. I'm not sure that's even possible with the NWN2 engine.

And I wouldn't really advocate this anyway. In this day and age, it's not realistic to force a player to play through to a certain area just to save their game. In the original Wizardry, I think you had to exit the dungeon and make it all the way back to the castle, to save your progress. But it does take away a little bit of the thrill of knowing you have to start over if your character dies.

#10
Lugaid of the Red Stripes

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There's the on-client-loaded script on the module, I think it runs everytime a new game starts or a saved game is loaded. You could jump the player back to the last save point, or apply some penalty if the player re-enters the game outside of the castle area.

#11
The Fred

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Kaldor Silverwand wrote...
Wizardry, Akalabeth, Ultima, and Bard's Tale. Those were the good old days. My favorite remains Dungeon Master though, which I think would be remarkable on an iPad.

Slightly off-topic, but speaking of iPads, I feel I should plug Baldur's Gate for the iPad (also IWD and PS:T).

Dorateen wrote...
But it does take away a little bit of the thrill of knowing you have to start over if your character dies.

Probably even more off-topic, but no-reload challenges are win!

Modifié par The Fred, 23 août 2011 - 11:21 .


#12
Banshe

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Just as Off Topic as The Fred: There are Android versions too.

#13
The Fred

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Now that's what I call wizardry!