Because I’m a horribly forgetful person, I failed to post this news when it was at its freshest. Firstknight left a comment on his project’s entry to bring us all up to speed on the status of the project and the progress he’s made on it:
Sorry, but I haven’t had the time to create a homepage so far, so I want to provide some quick info on the actual project state here:
Currently (after being offline for about 6 months) I continue working on basic tasks, like categorizing items and upgrading the creation tools. When this is done, the next step will be adding bigger objects (mainly rocks and trees) onto the Britannia overworld (which invovles pure hexcoding) Both of these tasks will take until approximately Summer 2011.
After that I will have something new to show (which is not really the case ATM), so this will be a good time for providing a homepage. Also, a new demo is planned for late 2011 (I hope that I get the .NET Launcher done before then).
Furthermore, I’m sorry to say that there will be no way to remove the fogging on overworld maps in Windows 7, but it doesn’t make much sense to do so anyway, simply because a MiddleClip value higher than 6000 makes the game unstable.
Long-term goals for Beautiful Britannia:
- Providing many more details for the Britannia overworld
- Making several unsued maps (overworlds and dungeons) playable
- Shortening the linear parts of the game and adding nonlinear elements instead
So there you have it, folks.
I have to confess a certain particular affinity for this project, in no small part due to the fact that it makes use of the original Ultima 9 game engine. Even in this day and age, that engine stacks up not badly against more modern systems, at least to my thinking.
Yes, the engine doesn’t do as well with DirectX (it was built in the era of Glide), and yes, the polygon counts are lower and the textures are low-resolution. But equally, the world of Ascension was far more interactive than most 3D RPG game worlds are these days (at least if one does an “out of the box” comparison), and few games these days do as well making a world feel truly seamless (many don’t even try). Many of the game’s systems (its conversation engine, for example) were quite well-implemented.
And while I’m not exactly the biggest fan of jumping puzzles, I actually rather miss the ability to jump and climb objects in many of the games I enjoy today. In Ascension, it was no big deal to jump across a small chasm or climb up a ledge…and I can think of a good half-dozen situations in Mass Effect 2 where I would have killed to have either ability.







