Jump to content

Verelor

Member
  • Posts

    131
  • Joined

  • Last visited

    Never

Posts posted by Verelor

  1. Just a few of the sounds and item graphics from the original Exile, IIRC, are still left over in Avernum 4.

     

    Your argument against sprite animation completely breaks down, I think, when you consider that all four Geneforge games have accomplished exactly what I am talking about with sweeping success.

     

    And you may like having only four in a group (4 or 5 is the preference I have, myself), but that doesn't mean that a niche of people wouldn't like the feature the be there as an option, as many apparently did when playing Exile.

  2. My Suggestions for Avernum 5:

     

    Bring back secret doors! Jeff already said he's doing this, but even then I couldn't stress it enough; Exile/Avernum isn't the same without them.

     

    No more Recycling! Recycling is good for the environment and the planet, but not in videogames. Avernum 5 shouldn't re-use any of the same graphics from any previous games except for the sprites and a select number of environmental graphics. To a lesser extent, ditto for sound. It's unthinkable that Jeff's newest games still use graphics and sounds from the original Exile!

     

    Animate! This is 2007, yet having timed-animating sprites was standard issue for the most low-end games of 1997. You did it with Geneforge, and, as far as I can tell, you can surely pull it off nicely with Avernum 5. Oldbies might complain upon seeing an animating PC/NPC in their Avernum game, but they've got Exile 1-3 and Avernum 1-4 if they love it so much.

     

    More than 4 people! This isn't strictly necessary in my mind, but I liked how in Exile you could have a nice, big party of up to six (though five was my sweet spot), and wasn't too crazy about the maximum of four adventurers in the Avernum remakes. It stuck around for game #4. Raise the bar for Avernum 5, Jeff?...I can always dream.

     

    And what's up with Jeff not answering the questions on this thread lately? :p

  3. Geneforge is NOT 3-D in any sense of the word. It's isometric 2-d, best to be thought of as fully animated Avernum graphics. And we wouldn't have badly upsized boat graphics and item pics we've seen since Exile 1 if Spiderweb's art team was worth a damn.

     

    I'll be off to the Richard White Games boards, to persue more casual conversation. I'll try to add a couple suggestions to the list later.

  4. Sadly, pen-and-paper style crpgs are a dying breed. People want Final Fantasy and hackenslashers, I guess. Temple of Elemental Evil, LoM(not really new in any sense...), Neverwinter Nights, and er....nothing else recent I can think of besides Jeff's games at the moment.

     

    Even if Jeff's games AREN'T the best of their kind, cheapness sure counts for something.

  5. Actually compelling storylines come first in his games, gameplay next (with little in the way of innovation, I might add).

     

    Jeff still hasn't lost his dignity as a PC game developer (I hope). He's not simply going to do what sells best in his games. As I exactly stated before, using certain methods 3-D games can be jsut as cheap and easy to make now as 2-D ones. Everyone should get their heads out of the dern 1992 gutter.

  6. Before this post becomes indefinitely fossilized, let me say this: How long do you think it would take before Jeff takes Avernum series or one of his other games to full 3-D? I know that really isn't Jeff's cup of Tea, but games with 3-D graphics is well over a decade old and these days almost as easy to create as 2-dimensional ones. Seeing the world of Avernum in polygonal 3-D (even if it's jsut original Everquest quality) would be quite compelling.

     

    Edit: Something like the Lithtech engien would be a superb choice, since nowadays that engine is practically free to design on.

×
×
  • Create New...