Exile sequel | |
andreww (14:10 8/2/2002) andreww (19:00 12/2/2002) Wrath (22:53 12/2/2002) andreww (23:02 12/2/2002) |
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Andrew | Message #84338, posted by andreww at 14:10, 8/2/2002 |
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Posts: 555 |
Here's something that was one the PCExile site: what should an Exile sequel be like? |
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Andrew | Message #84339, posted by andreww at 19:00, 12/2/2002, in reply to message #84338 |
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Okay - try this. Should it be just an update with better graphics? Somebody mentioned a deathmatch-style scenario. Maybe this woud be a valid and feasible extension to the game. There would need to be much less puzzle-solving of course for a deathmatch and more object collection for say, opening doors/traps etc. |
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Nathan | Message #84340, posted by Wrath at 22:53, 12/2/2002, in reply to message #84339 |
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It should be *exactly* the same apart from touched up graphics. Then you can release an upgraded part thus satisfying both camps. However, in todays RO climate I would consider writing it in such a way that the code can be passed to another platform. |
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Andrew | Message #84341, posted by andreww at 23:02, 12/2/2002, in reply to message #84340 |
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Posts: 555 |
Well I suppose you'd have the original as a guide. The problem would be getting the behaviours right so that things can be solved - the original seemed tenuous enough with regards to being able to complete it e.g. objects getting effectively trapped. There are graphical improvements possible that Simon storr started such as lighting effects. However, what would be the point of a conversion if the original can be played under emulation. |
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