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Re: IIGS Game Genres (was: Betatesting LemmingsIIGS)
- Subject: Re: IIGS Game Genres (was: Betatesting LemmingsIIGS)
- From: rubywand@aol.com
- Date: 1996/11/21
- Newsgroups: comp.sys.apple2
- Organization: America Online, Inc. (1-800-827-6364) (1.13)
- References: <56fpro$12ao@uni.library.ucla.edu>
In article <56fpro$12ao@uni.library.ucla.edu>, pubpc1@library.ucla.edu
writes:
>
>....Actually, I'd prefer a nice "substantial" game. I have always been
>a fan of role playing games. King's Quest, Ultima, etc. These
>games are certainly more satisfying than trash (my opinion) like
>DOOM and Mortal Kombat. Task Force and Alien Mind are violent
>enough for me, thank you. :)
>
>Lemmings is not as substantial, but anything is welcome these days
>for the IIGS. Definitely better than DOOM, though.
>
>Anybody want to write us a role playing game? I was kind of
>dissapointed that Brutal Deluxe couldn't find a graphic artist to
>complete Opale. The IIGS certainly has enough processing power for
>RPGs. In fact, there could be separate screens for Second Sight
>equipped IIGSs, which would make the scenes AMAZING!
>
>
It could be that your A2 loyalties are showing. DOOM II is a pretty
darn good game.
Speaking of graphic artists, isn't this also holding up a GS release
of Bard's Tale III? A GS Bard's Tale III would be an especially nice coup,
since the PC version is too buggy to play.
If the guys working on Opale, BT-3, etc. were willing to pay
_something_ for artwork, they could get what they need. There is no great
problem finding graphic artists-- I know one or two artists who might be
interested-- the problem is finding artists who will work for nothing.
In article <56hgfq$4g9@sun.rhrk.uni-kl.de>, guenter@student.uni-kl.de
(Marvin) writes:
>
>There are a bunch of half-finished role-playing games on Ground,
>like Dungeonquest, Hirilonde or Warsaga. It could be worth the time
>to look for the original authors and to try to persuade them to
>complete the games.
>
>Dungeonquest II has even the complete source code included!
>Anybody wanting to play around with it?
>
Thanks for the info! It turns out that version on Ground (DQ1994) is
larger and more recent than the one on GO. (The GO version, called
"Dungeonquest II", includes C source code; the newer Ground version does
not.)
The Aurora Software team has developed an attractive adventure
template with several nice features (e.g. good speed, good music, neat
auto-mapping, ...). They have completed most of the "programming stuff".
However, the scenario, and most elements of game design (e.g. character
development, weapons system, magic system, monsters, combat, etc.) remain
to be implemented. Evidently, too, only a tiny fraction of the artwork and
sound effects are done.
DQ is a _long_ way from completion. (By the way, the clickable
movement pad needs to be moved down to the lower right.)
One idea is for Aurora to aim for marketing DQ as a GS super-res
Adventure Construction Utility. The user would be responsible for creating
the scenario, most of the artwork, music, sound effects, monsters, items,
weapons, spells, ... . Registered purchasers would automatically have a
license to release their DQ-based games for commercial sale, as shareware,
or whatever.
The requirements for the ACU are fairly clear-cut. Two good models are
SSI's Unlimited Adventures and Interplay's Bard's Tale Construction Set.
While developing a good GS designer utility would not be easy for most
users, it is a programmer-intensive challenge well-matched to the skills
demonstrated by the Aurora team. For sure, DQ is much closer to being a
finished design utility than a finished adventure.
Aurora could easily sell a Dungeon Quest Adventure Construction Kit
for $39.95 and, still, some day, release its own adventure. Meanwhile, we
would have a super-neat game development utility which could result in the
release of several good GS super-res adventures.
Rubywand