![]() I prefer the simple, muted tone of old school UO, pre-AoS. I have not played on a great many private shards, more dabbled, but for me less is more. Yes indeed, a rewrite with that old nostalgic feel. And it need not have cutting edge graphics, just improved, with more options included, and the opportunity to easily create and import more. What Huntress has laid out sounds perfect, an updated version of UO, with an intuitive, simple method of modifying the world, would be ideal. And btw has anyone thought about bringing this stuff to the mobile devices? If at leat one custom client would be finished there could be a new era of Free UO-Projects. But Ultima Online could be much more then that. To have a sword with 12k abilities is not custom, this is more or less copying the ongoing Hack and Slay games on the market (D3, WOW, whatever). Then you need to create a lot of interesting NPCs for whatever you do that will give quests according to your abilities.Īnd you need a world which you created, but which is able to change according to the story the players tell.įor me this would be the real goal. If you do a roleplaying game you need to teach the players one fact: Everyone can be a hero in this world, but it is WAY more interesting not to be one, to play the old storyteller wandering this world and meeting lots of interesting people and so on. Just remember the good old games you enjoyed so much (For Roleplayers: D&D, Baldurs Gate, Planescape Torment, etc) and remember what made them good games. If you focus on one thing you will learn what the scripts and stuff should look like. if you want to do a roleplaying game you need to prepare everything for roleplaying and get rid of the primary idea to do PvE or PvP. SO if this is achieved you really need to think which kind of game you want to present. ![]() Just then you will create a new world which will absolutly blow everyones mind (Graphics are no problem at least for us, we have enough artists in our team). You have to spent some time into studying fantasy and aswell real architecture to understand how a good fantasy world should look like and most important you need to get rid of all the mange-style crazy colors and unrealistic buildings. What ist really needed is the understanding of nature and how to rebuild it in a very good way. It is indeed possible to create a world way more detailed as know, but you have to know how to do this. Due to the fact most worldbuilders just know vanilla or don't have the skills to do extremly good worldbuilding this would be the largest problem. The Problem ist to build this stuff, to find enough people skilled enough to do really good building. Until that time then I suppose i will have to be content with Vanilla flavoring and keep hoping the gurus out there will realize there are more flavors out there.Īnyway, we are already able to increase the file size and aswell the mapsize. ![]() Then create a tool such as the likes of UO fiddler with something like CentrED built in to it to manage everything on the fly Have the ability to drop larger map sizes of say 10k x 12k maps and up to 12 maps at that size. ![]() An increase in celing and ground hight to say +/- 256 from the +/- 127. Drop down menus that do not clutter the game screen. Have the ability to zoom in and out of the game on the fly with a mouse scroll wheel or a few clicks of a mouse. Push the art.mul tables to go past a 65000 item count. maybe bring a few of the older/newer stuff over for some familarity and a brief nostalgic feel to the game, but rewrite the game engine to fully harness todays PC power and graphic abilities. If I had the skills or the resources I would form a group that basicly re-writes the game top to bottom in every detail to todays standards and damm the old ways. It is just plug and play scripting going in and the same old graphics with just enough changes to make it difirent from the next shard on the list. ![]() I agree with Valorian most of so called custom UO is pretty much ":Vanilla" or "Standard" stuff now. ![]()
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