| Subject: | Ages etc. |
| Author: | Dan Burget <byock_--hotmail.com> |
| Date: | 06-Oct-2004 16:23:11 |
Yeah, what we all wouldn't give for the code, or a leak. I am not much of a
programmer, but I would love to try it out. ;-)
The Amiga version of the city was quite nice graphically. The Dungeon would
have made me quite happy!
Dan
----- Original Message -----
From: "Dan Pinal" <danp--massmedia.com>
To: <<Address Masked>>
Sent: Wednesday, October 06, 2004 2:18 PM
Subject: RE: Ages etc.
> I often wish it had been leaked. With the willingness of so many to
> recreate it I've felt a version of it now would bring back some
> nostalgia and perhaps persuade a company to back Phil's updated version.
>
> PC and Amiga Dungeon were in simultaneous development. 90% of the code
> interchangeable between them. We'd each work on different parts and
> then merge code every few weeks Interior artwork and some of the
> dungeon walls were done but I'm not sure about monster art, I think I
> would have used it if I'd had it. I can't recall seeing it but it's
> been a long time.
>
> Just did a quick search on my PC's and couldn't find it, was thinking
> about posting a screen shot. Wouldn't be very impressive. No 3D view
> and some badly converted (by me) interiors. The Amiga could mix graphic
> modes so there would be crisp 640x200 text on top and bottom and
> colorful 320x200 graphics in the middle. Since I couldn't do that on a
> PC, I picked an odd 640x350 16 color mode that allowed a custom palette
> instead of the standard 16. Still not much to work with since some
> colors would always be reserved for text and some permanent graphics.
>
> I also think we went a little overboard with the expansion to 16 bit and
> filling a map about 3 times the size. Adding numerous sub-plots and
> mini-quests that would probably have needed trimming down before
> finalized. But other things would have been nice to see. Barfights,
> objects that pop to life and fight for you, or join the enemy if you
> switched alignment.
>
> Oh well, enough reminiscing, back to porting the worst spaghetti code
> I've ever seen in my entire life.
>
> Cheers,
>
> Dan
>
>
> Piringer, Frank wrote:
>
> > Sorry to reply to myself (bad form and all, yadda yadda) but I was lucky
> > enough to find (after about a half-dozen broken links) Rob's homage to
> > the series and the corresponding Amiga Dungeon info that you and Ken had
> > sent him a couple years back.
> >
> > http://www.eobet.com/alternate-reality/screens/amiga/index.html
> >
> > It's fascinating because I continue to recall all of those scenes as
> > being low-rez monochrome on my old Apple II, and thinking how great they
> > looked back then =p
> >
> > It's a shame that the art is the only thing that ever came out of the
> > Amiga version, and wonder how it would have adapted to the PC's EGA
> > display -- I honestly can't recally any games on the PC looking that
> > good until Might and Magic III: Isles of Terra which was released in
> > 1991. Oh yeah, didn't someone who might have been familiar with your
> > 1985 project work on that one too? *nods to Bonita*
>
>
>
>
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