Hi Will,
Yes, that is certainly my aim. Right now the question of how much it is 
like the original depends largely on what language and APIs I build the 
game with. The version I am working on currently written in .Net is 
quite a bit like the original, because DirectX does an excellent job of 
rendering the world in virtual 3D audio. I'm currently researching the 
possability of porting it to Java for multiplatform support, but I am 
uncertain how much of the 3D Audio support will be the same. Java's 
javax.sound.sampled library seams to be primative for my uses and I 
might have to use OpenAL through the Java JOAL library to get the same 
or similar 3D Audio support.
Anyway, no matter which language I end up using for the final release 
and APIs I still want to have Lara climbing ropes, jumping across lava 
pits, jumping up to pull switches, etc all like the original games.
In fact, a true 3D environment is one of the elements that makes TR very 
fun to play. A 3D game offers a completely different element of strategy 
and opertunities which I will explain.
For example, in Tomb Raider 1 there is a room Lara has to pass through 
that is filled with three wolves in it. If you attack them on their 
level they will pounce on Lara and she will be dead meet unless you have 
something like the Uzi in hand. If you only have Lara's  pistil you get 
when beginning the game, a very wimpy weapon, you could climb up onto 
the wooden crosswalk above the room, look down, and sniper attack the 
wolves from above.
That said, there may be some elements of the TR games that will be a 
real witch to make accessible. Here is one example for you to illistrate 
what I mean.
In TR 6, Angel  of Darkness, Lara enters an ancient tomb called the Hall 
of Seasons. Behind each of the stone doors are rooms that are each 
almost like minilevels in themselves. One of the rooms is filled with 
lava. The objective is to collect the fire crystal, but to do that Lara 
has to jump around on little stones or pieces of ground sticking up out 
of the lava all at weird angles and locations. What makes it really hard 
is after Lara jumps off a stone it sinks into the lava and can not be 
used again to get back to the main door. You end up having to figure out 
a patern to get to the fire crystal, and then plot a safe course back to 
the door.
TR 4, Last Revelation, has a similar challange on level 3 that would be 
difficult to make accessible. To get through the exit gate Lara has to 
solve the combination that unlocks the door. To do this Lara has to jump 
on specific stones with pictures on them in a specific order. Every time 
she lands on a correct one one of the torches on the wall lights. When 
all the torches are lit Lara can open the gate. If you screw it up the 
torches will go out, and you have to double back to a room where you can 
reset the combination by pulling a chain guarded by a big ugly mummy.
So while I think I can make a version 90% true to the original games 
there are some things I will have to either leave out or change in 
someway to make them more accessible like fixing stones in one place or 
come up with an easier more accessible way to unlock a certain door etc.


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