Zork Mod.....Again!!
Posted: Sun Jan 19, 2003 1:48 am
Well my attempts at modding the game Freedom Force didn't work out for one reason or another. Partly because the editor required a program I didn't have, my computer is below the required game specs, problems with the editor, etc, I gave up on trying to create a Zork mod for that particular game.
However, I've just discovered a game that is quite easier on the system in terms of requirements. It also has an editor that is far easier in terms of use. Now the graphics aren't as fancy as, say, Morrowind, but the right now I'm placing more importance on the ease of use with the editor. Plus the game has a Mod Community in place to help with any problems.
I'm downloading a demo as I type, it has the editor with it, but because it's a demo, you can't save the stuff. But it will give me an idea of what it can do and what I might want to do. I encourage others to check this page out, download the demo and see what you think in terms of the editor.
The editor is windows based, point and click (for the most part) for people not familiar with programming. This alone makes it very attractive. It almost reminds me of a more complex version of the Heroes of Might and Magic 3 editor, a game I was doing a Zork Mod for a few years ago.
Here is the link to the game with a couple of screen shots. The game allows for serious modifications at every level, so if we were looking for a game to make a Zork Mod from, this could be it. If the editor is as user freindly as it seems, then more people could get involved with helping to create some really cool adventures in the land of Quendor.
Here is the link:
http://www.shrapnelgames.com/Crosscut/rsii/
And here's a blurb from the game's page as far at the logic behind the level creator:
"Blocks and Legos, Erector Sets and Lincoln Logs, that's where RuneSword II began. The best toys of our youth were always the ones that we could create with.
But then there was also our dissatisfaction with computer role-playing games. Where was the balance between combat and adventuring? What happened to dialog and puzzles (you know, ones that aren't wall switches)? Where's the strategy in combat?
Moreover, where were the tools so that everybody could pitch in and make more adventures? Why are so many construction sets close-ended, with stifling limitations? Or so taxing that only a professional programmer could figure them out? Where's the tools for the rest of us that allow rapid construction of magic items, skills, spells, maps, treasure, monsters and more?
In another vein, why couldn't a computer game have the same feeling as pen and paper RPG's like Dungeons and Dragons, Call of Cthulu, Pendragon, or Vampire? Why couldn't a setting go for the depth and peculiarity of a Harn, a Glorantha, or a Planescape, rather than the generic fantasyland hell of ten thousand Tolkein wannabees?"
Thoughts?
However, I've just discovered a game that is quite easier on the system in terms of requirements. It also has an editor that is far easier in terms of use. Now the graphics aren't as fancy as, say, Morrowind, but the right now I'm placing more importance on the ease of use with the editor. Plus the game has a Mod Community in place to help with any problems.
I'm downloading a demo as I type, it has the editor with it, but because it's a demo, you can't save the stuff. But it will give me an idea of what it can do and what I might want to do. I encourage others to check this page out, download the demo and see what you think in terms of the editor.
The editor is windows based, point and click (for the most part) for people not familiar with programming. This alone makes it very attractive. It almost reminds me of a more complex version of the Heroes of Might and Magic 3 editor, a game I was doing a Zork Mod for a few years ago.
Here is the link to the game with a couple of screen shots. The game allows for serious modifications at every level, so if we were looking for a game to make a Zork Mod from, this could be it. If the editor is as user freindly as it seems, then more people could get involved with helping to create some really cool adventures in the land of Quendor.
Here is the link:
http://www.shrapnelgames.com/Crosscut/rsii/
And here's a blurb from the game's page as far at the logic behind the level creator:
"Blocks and Legos, Erector Sets and Lincoln Logs, that's where RuneSword II began. The best toys of our youth were always the ones that we could create with.
But then there was also our dissatisfaction with computer role-playing games. Where was the balance between combat and adventuring? What happened to dialog and puzzles (you know, ones that aren't wall switches)? Where's the strategy in combat?
Moreover, where were the tools so that everybody could pitch in and make more adventures? Why are so many construction sets close-ended, with stifling limitations? Or so taxing that only a professional programmer could figure them out? Where's the tools for the rest of us that allow rapid construction of magic items, skills, spells, maps, treasure, monsters and more?
In another vein, why couldn't a computer game have the same feeling as pen and paper RPG's like Dungeons and Dragons, Call of Cthulu, Pendragon, or Vampire? Why couldn't a setting go for the depth and peculiarity of a Harn, a Glorantha, or a Planescape, rather than the generic fantasyland hell of ten thousand Tolkein wannabees?"
Thoughts?