Last updated: 24 July 96
Delver is the "next great role playing game". Here is a list of tenative
- Background music
- Stero Sound - the sound of a fountain moves as you move.
- Main view similar to Ultima 6 (everything is layed out on a
grid of icons, but objects can take up
more than one square, overlapping other squares, animated tiles - both
color table animation (for things like flames) as well as real animations
(for things like clocks, flags), etc...)
- "One Finger Interface" - everything (except for typing in words in
conversations) is done with the mouse, and no modifier keys required. All
the basics are handled by click (to look at something), double click (to
use, open, close, talk, attack, etc... as appropriate), and click and drag
(to move things on the ground, between inventory, between inventory and
worn/weilded, to move the current player, etc...), and finally click and
hold to bring up a context specific menu to make it easier to attack things
that you normally just want to use (for example, this is how you break down
a locked door). Basically an interface
that is Mac-like, not your typical 80's PC game.
- Extensive use of multiple windows - openning a chest will show the
chest in a chest shaped window, with its contents in a list (which you can
pick up by dragging them to your player's inventory). If you have a large
screen, you can spread out your windows to take advantage of it (but it
plays in 640x480 fine).
- Extremely "manipulable" world - you can push chairs around, throw wine
bottle (breaking them), mirrors show a reflection when you walk in front
of them, candles can be lit (brightening a dark room)
- Up to eight characters in your party
- Support for multiple fantasy languages, including ones that use
different fonts (and if you understand them, a translation will appear).
- Conversations can include more than one character, combines both
clickable keywords as well as a text edit box for typing your own
- Over 2000 tiles, up to 1000 objects, 255 unique
characters, 255 levels up to 1024x1024 each with 16,000 objects (obviously
few of these limits will ever be hit in any given scenario, since the resulting
game would not only take years to make (try laying out over 1 million tiles
by hand), but would take hundreds of megabytes of storage...)
- Diffferent things happen at different times of day
- A whole bunch more cool stuff
- No I don't need beta testers
- Everything is subject to change - even the name
- I'm hoping to release it before the end of the year (the engine is about
90% done, but the scenario is only around 10%-15%)
- It currently needs 4-6 megs of free memory to run (and it doesn't run
on 68K YET)
Here are some very preliminary screenshots of the renderer. This
first picture is an outdoors shot, with mountains and a river flowing
This next image is inside - the point of view is right next to the
door with the bars on it, allowing you to see into the cell.
Here's two room, complete with bed, bookshelves, tables, etc... - a
much more interesting picture.
OK, so they aren't much, and really don't show off the ability of engine.
There are two reasons for this: 1 - I don't have much non-preliminary art
(which is why only the main view is shown, and not an entire screen), and
2 - still images don't show off the really cool things (for example, if
you take a step to the west in the second shot, the room to the right
dissappears, and the walls on the corner change shape to just wrap
around what you can see).
When I get more artwork, I'll be updating these images, perhaps even adding
a quicktime movie or two.