Not to dissuade you, an enhanced version of the old games is under development.
From BT4 Kickstarter wrote:Some of you may know that the emulated versions of these games work on most modern machines, but are a little rough around the edges. Thus, we have an agreement with the original The Bard’s Tale III programmer Rebecca "Burger" Heineman and her company Olde Sküül to update the games for modern machines! She will be working to make the games run natively, without needing emulators, on PC or Mac. This re-releases will be primarily based on the Apple IIGS versions of the games, along with updated art.
If you do plan to continue, I hope you chose an open source license so that it can be ported to linux.
That doesn't dissuade me. Part of the reason for this is to make it open and modding support and the other part is I enjoy reverse engineering. =)
And yes, Open Source is the plan when I'm further along. Just got animations working. Few more art objects to get working then I can focus on the gameplay aspects.
Doing the walk around of the city, and I can implement it with the original images, but part of me is considering doing this with actual 3D since I'm using OpenGL anyway.
RevenantBob wrote:Doing the walk around of the city, and I can implement it with the original images, but part of me is considering doing this with actual 3D since I'm using OpenGL anyway.
Good luck with that. I wanted Dulsi to go that route, but he wanted to keep it as compatible with BTCS as possible.
"Using No Way as Way; Having No Limitation As Limitation". - Bruce Lee.
Got walking around the city rendering correctly now =)
Gotta get events and stuff setup so I can have the city fully functional. Gotta do dungeon walking around, then there's not many more things to code before it's fully functional and playable!
If you get anywhere with shaders and want to use the ones I used to render all the BT Builder images, let me know. Basically, it will just be Diffuse, Normal and Bump. I could easily make Spec maps, I just never bothered, 'cos BT Builder uses static lighting, not dynamic. Doors might be a problem, 'cos I built actual models for most of those, but most of the doors use flat maps and UV tricks.
"Using No Way as Way; Having No Limitation As Limitation". - Bruce Lee.
I'm pretty sure running is bugged if I'm reading the assembly right.
If the monsters have a higher save value than the party, they succeed in running? That seems backwards. It would mean it would be EASIER to run from harder monsters. I guess I'll implement it this way, but I'm not sure it makes sense. If anybody can confirm I'm not crazy, then let me know.