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Re: [Adonthell-devel] Happy New Year!
From: |
Josh Glover |
Subject: |
Re: [Adonthell-devel] Happy New Year! |
Date: |
Mon, 12 Jan 2015 10:52:20 +0100 |
Happy New Year!
I too have really nice memories of the Waste's Edge days! I also
enjoyed meeting Kai in Munich for some sausage and beer. :)
WRT Adonthell, it might be worth considering using a game engine and a
modern programming language, instead of inventing all our own custom
wheels. All those contributions won't go to waste if we learned
something from contributing them (which I think we did).
Anyway, just food for thought.
Cheers,
Josh
On 12 January 2015 at 00:03, James Nash <address@hidden> wrote:
> Hi Kai,
>
> Happy New Year too!
>
> I know I haven’t contributed anything in a long time and, to be honest, my
> last few contributions were pretty minimal. For that I’m sorry. Truth is,
> with work, personal life and other hobbies there’s rarely any time left to do
> anything worthwhile for Adonthell. In the early days of this project I was
> still at school / uni and I was single (:-P) which meant I had lots of time
> and energy to put into Adonthell.
>
> I have fond memories of the early days when we were a vibrant and active team
> that produced Waste’s Edge. Thinking back to that time and what we created
> still fills me with immense pride! Occasionally I think about our grand
> ambitions for the v1.0 Adonthell from and (half-) jokingly wonder whether
> that’s something we can resume making once we’ve all retired and once again
> have plenty of time on our hands!
>
> I’m intrigued by your dungeon game idea. If the Adonthell code (and gfx?) can
> find some new life there, then that would be lovely! I can only imagine how
> much passion, time and ingenuity has gone into that code over the years. Do
> let me know if you go ahead with that, I’d love to follow the progress and at
> least be a beta-tester :-P
>
>
> In any case, thanks for all the hard work over the years Kai! Lots of people
> have contributed to this project, but you’ve stuck with it for the longest of
> all!
>
>
> Kind regards,
>
> James
>
> --
> Personal site: http://cirrus.twiddles.com/
> Twitter: @c1rrus
>
>
>
>> On 11 Jan 2015, at 14:50, Kai Sterker <address@hidden> wrote:
>>
>> Another year over and not much progress on Adonthell / Dun Barethsol. Always
>> makes me wonder if it's finally time to quit and move on.
>>
>> One of the early goals, to make Linux more popular through gaming is slowly
>> but steadily fulfilled by others. Last year I've been enjoying Broken Sword
>> 5 on Linux, currently I'm having lots of fun with Civilization Beyond Earth
>> and I'm really looking forward to Divinity: Original Sin, which should make
>> its appearance on Linux in Q1, hopefully. A lot more games on top of those
>> are already running natively on Linux too and many more are in the making
>> (Torment: Tides of Numenera and Kingdom Come: Deliverance are two I am
>> especially excited about). So, mission accomplished?
>>
>> Of course, none of the above are free software, so there might still be a
>> case for continuing the effort, but as I said earlier, doing it all alone is
>> not that much fun. The really good thing about Adonthell was working with
>> you guys, discussing things on the ML, passing ideas back and forth until
>> something better and greater emerged than anyone could have thought of on
>> his own. So thanks a lot to everyone who has lent a hand over the years!
>> Hope you are all doing well and are up to something nice :-).
>>
>> So one bit that really bothered me over the last year or so is to let all
>> those contributions, all that hard work, go to waste. Out of that came the
>> idea to maybe try something less ambitious, and salvage most of the code
>> (and maybe some of the artwork) with that. At that time I would also have
>> liked to have a more casual RPG, something you could play for half an hour,
>> then quit and come back a couple days later and continue without having to
>> recall which quests were open and where to go and what to do next. Something
>> with the look of Dungeon Master or the original Bards Tale, maybe (to reduce
>> the amount of graphics needed). That, of course, would require a different
>> world module, so early last year I set out to get some of the dependencies
>> between the Adonthell modules cleaned up. That had been my last commit.
>> Since then I have been doing a bit of coding (random dungeon generation) and
>> a bit of design work: game mechanics, mostly, some quest ideas. If anybody
>> is interested, I can produce more details, but the overarching idea is to
>> have a dungeon-crawler that encourages meta-gaming. It would have smallish
>> areas centered around either Warrior, Thief or Mage gameplay, divided by
>> doors that show what kind of area follows behind. Stairs would lead down a
>> level (and thus increase the difficulty), and there would be small quests
>> that would resolve over the course of 2 or three areas, but take different
>> turns or require different solutions depending on type of area players chose
>> for each stage of the quest. Game time would only progress when the player
>> moves, there would be only one game state (possibly kept in an SQL DB) that
>> gets updated as moves are made and death means game-over.
>>
>> As stated above, I do have more complete designs/ideas written down, and
>> more yet in my head. The goal would be to build upon Adonthell's code
>> without requiring much in terms of graphics or map-building (so no need for
>> complicated tools, animations or great 2D pixel-art). If there is interest,
>> just let me know ... otherwise I'll keep refining things and may come
>> forward with some kind of prototype eventually. (Unless, of course, I fail
>> to resist making just ... one ... more ... turn ;-))
>>
>> Cheers!
>>
>> Kai
>>
>>
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--
Cheers,
Josh