Date: 06-17-06 12:47
At first I thought this was a remake of the SNES version. :)
Why do you call it a port, rather than a remake?
The original PC SE didn't really have high-cliffs because it didn't have any Z coord, just tile graphics.
If Pu6e can display SE tiles than it should be easy to modify to export them as some other graphics format. (well, if you know Python that is)[/QUOTE]
I was partially inspired by the SNES version.
I like the idea of "porting" SE over to Exult, while enhancing it. I guess it can be called either a port, or a remake. Though to me, a remake usually means rewritten dialogues and different graphics, etc.
About the cliffs...
I haven't been able to figure out a way to recreate the SE cliffs (or waterfalls) using ES. Since U7 does have Z coordinates, I am thinking that if the Z height is increased, then shapes can be drawn to look like flat mountain sides, and stacked to create the mountains as they look in SE. It would be interesting for other mods as well, such as multiple level towers, castles, and other structures.
About tiles and Pu6e:
I don't know Python or any other programming language at the moment. I live in an area devoid of programmers, so I cannot enlist the aid of a programming tutor.
[QUOTE]are you just taking the original graphics straight from SE?[/QUOTE]
As of right now, all of the graphics are original SE or U7 graphics. Its one of the reasons why I refer to the project as a port, rather than a remake (this keeps the game looking like SE and saves a lot of time). Thats why, if the project gets completed, I won't distribute the game unless there is a way to check for the original SE on the player's computer (or an original disk in the floppy drive). Some of the graphics will be redrawn. Some of the U7/SI graphics I'm reusing are for items that exist in SE.
Such as (to name a few):
spears (I may recolor the spear head to look obsidian)
naga (probably will recolor tail to look like the snake woman from SE)
Natives would use naked npc frames for the base look. Most npc's in SE have little clothing, so it may be easier to draw these onto the npc's, than to redesign each fram for each npc from scratch. Since the Unlimited Adventures magazine that comes with SE describes Aiela as having copper skin, most NPC's will reflect this look (except for the Barako tribe, who are described as caucasian). Even the portraits, once I have them, will have recolored skintones. The avatar will need to be redrawn, but there is an npc# that can be used as a base, in order to save time. Jimmy Malone and Dr. Rafkin, and the other NPC's from modern Earth will probably require the most customization of their npc graphics.
Many U7 items will be used as a base item, but be completely redrawn. The musket, for example, will be redrawn twice. Once for a bamboo rifle that the player can construct, and another for a bolt action rifle (maybe a third time for a shotgun with triple crossbow-type functionality, with bullets instead of bolts). The latter items would of course be found in Dr. Rafkin's lab.
As for the dinorsaurs, I'm hoping that they will mostly be from scratch, because the U7 is capable of more detail than the original SE dinosaurs had. Plus, I'm hoping that there is a way to have multiple-yet-linked shapes for the larger dinosaurs. This would be similar how U6 based games made large creatures, and of course how U7 made carts and ships. For the gigantapithicus, I'm thinking that the etheral beast would be an appropriate base model.
Whew. As everyone can see, portions of this project are quite ambitious. I have a couple of design docs that list items, tribal names/cultures/dwelling types/etc., what needs drawn/redrawn, and enhancments or additions (such as extra buildings in each village) that I want to include.