Your games have to this day active forums and are still actively being played in 2020. Mordor was released in 1994 and Demise in 2000. Unprecented in scope and character building. Revenge is said to include towers where the equivalent of level 55 monsters will roam… There will be over 100 new monsters.Īnother expected cool feature is that Trolls will have innate hitpoint regeneration. Volume 1 was very big, volume II is huge and volume III will be gigantic.Īscension (volume II) introduced the tower concept, as in the higher you go the more difficult monsters you encounter as opposed to a dungeon where the deeper you go the more difficult monsters you encounter. It will have 45 dungeon levels, where each dungeon level is 90×90 squares (Demise: Rise of the Ku’tan (volume I) had 30 levels each 45×45). Also there’s a new black market in town.ĭemise: Revenge of the Tavern Keeper (volume III) is being developed by Decklin. There were also many new items, quests, events and storyline introduced after defeating the Kutan Jenal and closing the portal. Humans and Dwarves now have the highest XP requirements because they offer the most guilds. There were many bug fixes (spellcaster #1 bug), items were rebalanced, race statistics were tuned, music/mp3 volume can be adjusted. Well, you could always give Ascension a go when you find the time. I began work on HORIZONS as I was wrapping up DEMISE, which released in January of 2000. At the same time, I realized Demise was a great dungeon romp, but it was not a full living “world” like UO and EQ, so in paralell I began to design the “next game” which was codenamed “HORIZONS”. This did have an affect on the development of Demise, which I added multi-player functionality to. During this time, Ultima Online came out and caught my attention, and in march of 1999, Everquest came out. Unfortunately the relationship did not work out, so I continued with the core team and worked through 1998. I approached Interplay about the game, and they were interested, but wanted to make it a multi-player focused multi-world game (Infinite Worlds). I believe our team was seven people at its height. I hired a C++ programmer to create the dungeon engine, artists, and people to do the data entry. Where Mordor cost well under $20,000 to build, Demise was closer to $200,000. Wanting to take the dungeon crawl gameplay behind Mordor and evolve it into a style that would be more enticing to gamers, I began working on Demise in 1997. While Mordor was a fun hobby project, Demise was the first project I undertook with some seriousness.
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