Grimoire
Forget about it
Listen to me, everyone.
It's not happening. Not Christmas. Not Easter. Not ever.
Everyone here is WASTING THEIR TIME hoping for this release. If you're like me, checking the posts on the boards every day 10 years ago waiting for this release, it's like a slow death. It hurts, and I'm not going through it again.
So give it up, and have peace in your hearts.
It ain't happening. Just check out Cleve's promo website . A stinking lousy song and nothing else. No screens, no trailers -- nothing.
Give it up.
It's not happening. Not Christmas. Not Easter. Not ever.
Everyone here is WASTING THEIR TIME hoping for this release. If you're like me, checking the posts on the boards every day 10 years ago waiting for this release, it's like a slow death. It hurts, and I'm not going through it again.
So give it up, and have peace in your hearts.
It ain't happening. Just check out Cleve's promo website . A stinking lousy song and nothing else. No screens, no trailers -- nothing.
Give it up.
Re: Forget about it
Does it have its own board? , last time i checked that was gone toostryker wrote: If you're like me, checking the posts on the boards every day 10 years ago waiting for this release, it's like a slow death. It hurts, and I'm not going through it again.
No game
Deadline of Christmas came and went.
I would love to play this game, but I just don't understand all of the time (thousands of hours) and effort Cleve put into this thing, and not let the world enjoy it.
I played the beta, quite good, even with older graphics. But the play's the big thing with me, not the fancy 3D stuff (like 99 percent of people who visit this board).
Why doesn't he seek beta testers, why doesn't he at least release the code to the community - why, why why?
This game reminds me a lot of Wizardry series and Might and Magic, earlier versions.
I don't understand Cleve's thinking, and I truly believe we will NEVER see a working version. Release the code, let us finish it!!!
I would love to play this game, but I just don't understand all of the time (thousands of hours) and effort Cleve put into this thing, and not let the world enjoy it.
I played the beta, quite good, even with older graphics. But the play's the big thing with me, not the fancy 3D stuff (like 99 percent of people who visit this board).
Why doesn't he seek beta testers, why doesn't he at least release the code to the community - why, why why?
This game reminds me a lot of Wizardry series and Might and Magic, earlier versions.
I don't understand Cleve's thinking, and I truly believe we will NEVER see a working version. Release the code, let us finish it!!!
update
Cleve posted over at rpgwatch today:
http://www.rpgwatch.com/forums/showthre ... 413&page=2
"
No, it's not done yet. Coming along nicely, though. I think Corwin's suggestion it be released on April 1st is still a good idea.
I've been working on it every single day for five months. It's come a long ways since I put the new scripting engine in for the NPCs and had the formidable task of redoing all NPC logic in the new script language.
Doing all the game logic for NPCs as scripts according to the original scenario has been a lot of work for one person. About 32 out of the 64 NPCs in the game have more than a thousand lines of scripting now. From complex quests to training they can give us, wishes they grant, context dependent behaviours, etc.
The scripting language has been working great with few qualifiers. It's better than my original byte-code engine, better than Simkin, best thing I have used to do the NPCs.
All the critical logic involved with NPCs is done and the critical bugs involving lost inventory have been fixed. I broke critical and non-critical items into two separate inventories to make sure there is a good separation between the two at all times. The only way a critical item can come out of NPC inventory is if script logic takes it out or it is stolen by one of the thieves in the party.
I have a lot of talk controlled by Charm or Beholden factors, conduct that relies on our amity shared with NPC, Mindread keywords that reveal other branches of discussion, things like that.
So completing it soon is not a hoax.
The original DOS beta has been widely distributed on the internet in the past few months and people seem to enjoy playing that, so I think they'll have a pleasant surprise when they see this current version. Much that was a problem in 1998 is fixed now. Obviously. Including huge things like ... all the artwork, for example. A pretty big "bug" to fix.
I've been rendering a few monsters myself with a cartoonish look to them to fill out a couple of creatures still lacking. They look okay despite being renders.
--
12 years and still on track to be the greatest computer roleplaying game ever made.
"
http://www.rpgwatch.com/forums/showthre ... 413&page=2
"
No, it's not done yet. Coming along nicely, though. I think Corwin's suggestion it be released on April 1st is still a good idea.
I've been working on it every single day for five months. It's come a long ways since I put the new scripting engine in for the NPCs and had the formidable task of redoing all NPC logic in the new script language.
Doing all the game logic for NPCs as scripts according to the original scenario has been a lot of work for one person. About 32 out of the 64 NPCs in the game have more than a thousand lines of scripting now. From complex quests to training they can give us, wishes they grant, context dependent behaviours, etc.
The scripting language has been working great with few qualifiers. It's better than my original byte-code engine, better than Simkin, best thing I have used to do the NPCs.
All the critical logic involved with NPCs is done and the critical bugs involving lost inventory have been fixed. I broke critical and non-critical items into two separate inventories to make sure there is a good separation between the two at all times. The only way a critical item can come out of NPC inventory is if script logic takes it out or it is stolen by one of the thieves in the party.
I have a lot of talk controlled by Charm or Beholden factors, conduct that relies on our amity shared with NPC, Mindread keywords that reveal other branches of discussion, things like that.
So completing it soon is not a hoax.
The original DOS beta has been widely distributed on the internet in the past few months and people seem to enjoy playing that, so I think they'll have a pleasant surprise when they see this current version. Much that was a problem in 1998 is fixed now. Obviously. Including huge things like ... all the artwork, for example. A pretty big "bug" to fix.
I've been rendering a few monsters myself with a cartoonish look to them to fill out a couple of creatures still lacking. They look okay despite being renders.
--
12 years and still on track to be the greatest computer roleplaying game ever made.
"