Thanks for sharing this. I really like these types of presentations.
For my own project, the game currently occupies about 395KB of disk space now — and I envision that the game will be about 640KB total in size. 90% of the game engine is completed now, so I’m just getting all of the content produced before I make the final push for finishing the final 10% of the game engine. And of course, I have to produce a game manual which is it’s own sub-project in itself.
It sounds like you have a fairly complex NPC interaction system with it’s own scripting language. There’s only menu-driven keywords for NPC interaction in mine. And admittedly, I didn’t even bother trying to do moving objects like you do in your own game. Maybe it’s slightly apathy or it’s just something that I don’t really feel the need to do or feature. If I ever do Realms VI (and I swear that I will not), I would probably put in MOBs.
I think if you put all of the retro 8-bit CRPGs that are currently in development (well, your system of choice is 16 bit) in a comparison chart: your game, mine, Nox Archaist, Lawless Legends, Unknown Realm, etc. You would probably find that each of them does something extremely well and better than the others. It think it all comes down to what we want to be featured in our games.
And finding the time to work on a game like this is very challenging to say the least. Sometimes I plop down on the couch to watch some television after work and the first thought that comes to my head is: “Well, you could be working on the game instead!” And doing creative work — whether it’s programming the game engine, producing maps or graphics is not something that can be easily done in assembly line fashion. Sometimes, we do require times of reflection and procrastination in order to feel inspired or to come up with ideas.
Mine is around 720K of game data and another 200k of engine and saved game files, so just under a megabyte.
Wow, I hadn’t heard of several of those… Unknown Realms I backed so I’m keeping an eye on it. 🙂
Yes, finding time is always the hardest part. I’ve had to force myself not to get distracted by other projects and interests. It’s not easy, but I just keep reminding myself I’ve been working on this game for 13 years and I need to get it done. Mainly so I can move on to OTHER vintage projects. 🙂
I figure when I’m far enough along that someone tells the Codex guys they should pay attention to it, that’s good. 🙂 Unfortunately I’ve been at this so long I think a lot of people gave up on my ever finishing it.
I’ve been following this blog for some time and it’s cool to finally see the game running, even if it’s inside an emulator!
It runs on the hardware too! I just used the overhead for an easier presentation.
Thanks for sharing this. I really like these types of presentations.
For my own project, the game currently occupies about 395KB of disk space now — and I envision that the game will be about 640KB total in size. 90% of the game engine is completed now, so I’m just getting all of the content produced before I make the final push for finishing the final 10% of the game engine. And of course, I have to produce a game manual which is it’s own sub-project in itself.
It sounds like you have a fairly complex NPC interaction system with it’s own scripting language. There’s only menu-driven keywords for NPC interaction in mine. And admittedly, I didn’t even bother trying to do moving objects like you do in your own game. Maybe it’s slightly apathy or it’s just something that I don’t really feel the need to do or feature. If I ever do Realms VI (and I swear that I will not), I would probably put in MOBs.
I think if you put all of the retro 8-bit CRPGs that are currently in development (well, your system of choice is 16 bit) in a comparison chart: your game, mine, Nox Archaist, Lawless Legends, Unknown Realm, etc. You would probably find that each of them does something extremely well and better than the others. It think it all comes down to what we want to be featured in our games.
And finding the time to work on a game like this is very challenging to say the least. Sometimes I plop down on the couch to watch some television after work and the first thought that comes to my head is: “Well, you could be working on the game instead!” And doing creative work — whether it’s programming the game engine, producing maps or graphics is not something that can be easily done in assembly line fashion. Sometimes, we do require times of reflection and procrastination in order to feel inspired or to come up with ideas.
Mine is around 720K of game data and another 200k of engine and saved game files, so just under a megabyte.
Wow, I hadn’t heard of several of those… Unknown Realms I backed so I’m keeping an eye on it. 🙂
Yes, finding time is always the hardest part. I’ve had to force myself not to get distracted by other projects and interests. It’s not easy, but I just keep reminding myself I’ve been working on this game for 13 years and I need to get it done. Mainly so I can move on to OTHER vintage projects. 🙂
Hmm, somewhat irked that Nox made the list of Ultima-inspired projects on UltimaCodex and mine didn’t…
You should e-mail the Codex guys, bet they will add you in!
Don’t worry too much… my gut has grown too since I first had a TI… 🙂
Neat to see your project and hear from Realms of Quest. I may actually have time to play them when they come out… keep up the work!
I figure when I’m far enough along that someone tells the Codex guys they should pay attention to it, that’s good. 🙂 Unfortunately I’ve been at this so long I think a lot of people gave up on my ever finishing it.