Thus spake Spiderweb Software <spidweb.DeleteThis@aol.com>, Fri, 29 Feb 2008 20:49:57
-0800 (PST), Anno Domini:
>On Feb 25, 8:56 pm, "Matt v3.2" <ask.for.my.addr....DeleteThis@yahoo.com> wrote:
>> Nostromo typed:
>>
>> > Thus spake Spiderweb Software:
>> >> I'm working on a new graphics engine now. The next game will have a
>> >> windowed mode and support any monitor size. Long overdue changes, I
>> >> know, but it's finally getting done.
>>
>> Would that make a backward-compatible patch a possibility?
>
>It would be neat, but it is unlikely. The new engine will use OpenGL
>(as opposed to the previous games, which had no hardware acceleration
>at all). The whole engine is being rewritten to use OpenGL, with the
>nice windowing stuff coming along, but it's a huge job. We probably
>won't be able to spare that much effort on the older titles.
Are the new titles likely to continue the existing series or are you going
to try your hand at a new theme Jeff? As much as I've enjoyed most of the 10
odd Exile/Avernum titles, 4 Geneforges & a couple spin-offs, it would be
great to get out of the 'caves' & see your engine & game mechanics applies
to something with a little more ... twist? Perhaps a more standard
high-fantasy settings (for a lot of folks here), or a decent sci-fi theme?
The tactical aspects of the engine could benefit from a spruce up (maybe
some options for selecting body locations ala Fallout for criticals/sniping
and/or stand/crouch/prone/cover/walk/run/sprint type options ala FO:Tactics
or UFO series. I personally would like a buy-back system for skill points
spent so one has some opportunity to correct mistakes down the track or
respec chars; maybe fast travel options (if done right). If you want to
throw in mounts or vehicles that would be great; some randomisation of
levels for replayability, perhaps throw in some pseudo-elevation in the
engine. The game editor include with Blades was a fantastic move - the more
open your frameworks get, the more your fan base will grow in this day &
age, though I can see it being somewhat of a concern to have your fan base
competing against your core income, when you see examples such as NWN1,
Oblivion & others where the user mods or total conversions in a lot of cases
outstripped the original campaigns (imo of course

.
I'd avoid 3D or real-time combat on the first attempt, as much as it may
look commercially attractive - I think we both know why your core fan base
loves your isometric, turn-based retro feel

. I find the phat loot is
quite good now, though there's a lot of filler or junk items that some item
filters may benefit from (+ auto-pickup?). I also find it interesting how
your encumbrance system only applies to worn items & everyone's backpacks
are bags of holding - I personally dislike being artificially limited by
weight limits of any sort, but appreciate your desire to include some
realism in the mechanics.
Here's an idea: set up a survey on your website with up to 50 odd design
points/ideas for the new game & let people grade/scale them & see what you
get. You might be surprised at the results
What are YOU playing these days Jeff (other than testing your own games of
course)? Tried The Witcher yet? Do you do mmos, shock, horror!? >8^D
As ever, thanks for making the real world that little bit easier to stomach
on a Monday morning Jeff & keep up the great work mate!
--
Nostromo
>> Stay informed about: [PR] Avernum 5 Released For Windows