Working hard on this! I’ve been doing a lot of new things in preparation for the game itself. Here are some of the highlights:
No Demo
I decided that I’m not going to release a demo.
My reason? A demo provides an artificial milestone for completion. Just get the demo working and you’re good! The problem is, the demo doesn’t contain or encompass all the game has to offer. So you’re not really finishing anything other than a demo if you aim that way.
This means I’m focused on ALL the content in the game, not just for a very small part of it. This helps me figure out how much space I’m really using for everything as well as what kind of changes I’ll need to make to the engine to accommodate specific plot points.
Content Generation
I’ve had the story of the CRPG in my head for a number of years now… some of it has undergone revisions in my head, but for the most part I knew how I wanted it to end. It was all the middle stuff I wasn’t sure of. 🙂
So I sat down and started plotting out the various quest threads and stories for each region, and writing up the dialogue that would be needed. This has been very useful because it’s helped me identify new requirements for the engine, and helped me to flesh out certain areas.
One thing I wanted to really accomplish was to create a world you can believe in. If you play either of the first two Ultima games, you really don’t feel like they’re real worlds. They generally feel more like an amusement park. It’s strange that later games (like Ultima IX) actually regressed to that state.
Ultima III was the first in the series to really try and make it more like a real place, and it partially succeeded. The main problem was that there were still many towns and places that felt like “throw-in” material just to give you another place to go and buy stuff at, or find the ONE NPC in town that had something useful to say. The fact that the manuals didn’t even define the regions of the map as distinct places just reinforced it; you could literally redo the entire map of the game and move everything around and it wouldn’t matter.
So as I’ve been creating places and towns, I’ve really tried to think about the history and inject some interesting content and material to make it feel more like a real fantasy world. I’ve even made sure that the names of towns feel “fitting” for the region.
Elevated Maps
I’ve added map elevation to the game, which should help give the map viewing some depth, literally. 🙂 The idea that you can see over a forest if you get to a high point is very appealing! I had a kilobyte of RAM to spare to store up to 4 elevation levels. I had to completely re-write my map editor to accommodate adding elevation, and I also added light mapping to it as well.
My only concern, and it’s one I haven’t had a chance to fully test yet, is how it will impact the map view generation. In truth, areas that are over/under your elevation are MUCH simpler to calculate, they are either fully visible or not visible at all. But adding that extra bit of calculation to do may slow things down too much, I’ll have to see.
Graphics Crunch
I’ve had multiple character sets in the game for quite some time. As I’ve been focused more on finishing the primary engine, they’ve remained largely the same for a couple years now. Eventually I ended up with eight separate sets:
- World
- Town
- Castle/Keep
- Cavern
- Building/Interiors
- Dungeons
- Stat Screen
- Special (Non-disclosure on this one for now…)
Not long ago, I was looking at my Castle set and realized that I was largely using it for cosmetic purposes. So I decided to eliminate it and use building interiors for anything of the sort.
Recently, I started to try and draw out some dungeon maps, using some of my characters. I had planned to use tiles to create a false 2D isometric perspective; walls would appear to have top edges and slant down to the ground. The problem though, was that this proved incredibly time-consuming on the maps to draw, plus the walls were at odds with pretty much every other tile in the game.
So I decided to “crunch” my wall tiles down, using only a single tile. It’s much more simple and reminds me more of a BASIC game, but it also means I can consolidate my graphics into tighter sets. The only walls I kept was cavern walls; caverns I wanted to have some smoother edging in places, so it has five tiles.
So my new sets are:
- World
- Town
- Building/interior
- Cavern/Dungeon
- Stat Screen
- Special
One advantage this also offers is that maps can be less homogeneous; caverns and dungeons can freely break into one another in a much cooler fashion, where before they were either all one or the other.
My biggest challenge right now is figuring out how to portray elevation in a believable way that isn’t too confusing. I need to use a separator graphic of some kind to indicate an elevation change but also block the player from just moving up freely. Still working on this…
Recently I got an urge to re-play the old Dragon Warrior games on the classic NES. There were a few CRPG’s on the old Nintendo, but the two most well known were Dragon Warrior and Final Fantasy. I’ve already won the latter on the classic console (I still have the blister scars from buying 99 heal potions OVER AND OVER… stupid interface!) but I never played Dragon Warrior II to conclusion, only the first and third.
Why? Well… these games were NOT easy. The level and XP grinding you had to do was insane. The first game required you to sit and kill slimes, the weakest monster in the game, for around an hour before your character was leveled up enough to explore further than a few steps from the starting castle and town. If you died you lost half your gold, so exploring early was punished harshly. And you NEEDED money because all the best gear was incredibly expensive. Playing the original Dragon Warrior on the NES was more painful than fun.
Dragon Warrior II was a better game overall, offering a party of three characters and a much larger world to explore. You still had to grind hard-core though; many players took advantage of a small bug in the game to obtain a valuable item over and over again and sell it to make the money to buy the best gear. I didn’t win it back in the day primarily because I didn’t own it, I could only play a friend’s copy and I couldn’t borrow it long enough to win.
Fortunately for me, there was a solution… the games have been released for the Android mobile platform! (Under their original name “Dragon Quest“) So I was able to purchase them cheaply on Google’s Playstore and download them for my tablet and phone.
Two, the adaptations retain the the original “Athurian” language and some of the place names. Some of the mobile ports reverted entirely to the original Japanese, where the renowned hero “Erdrick” is named “Loto”. I’m relieved to have familiar names and places, although most of the towns in Dragon Quest II have different names. Spells have completely different names entirely; most of them have sound-effect style names like ‘Sizzle’, ‘Kazing’, and ‘Thwack’. Fortunately the mobile version interface helpfully tells you what each spell does so you know what it is.
For example: the enemy in Dragon Quest II, Hargon, is actually a high priest and not a wizard. There’s a lot of discussion about how he has perverted his position against the Goddess, the “god” in the Dragon Quest universe. Instead of “Wizard Rings” to restore magic points, you have “Prayer Rings”. Magical power is directly associated with divine energy, and so forth… I actually find it really enriches the game and makes it much more fantasy-feeling.
Dragon Quest II is more subtle in the improvements, but they are there. If a targeted monster dies before a character attacks him, he switches his attack to another monster. I’m pretty sure a lot of the under-the-hood mechanics for determining hit chance and damage were tweaked as well, your characters seem much stronger and more capable than the NES version, where you always felt like you were one combat away from a TPK.