Hi everyone. 

Today I've been testing some of the beta versions for the new eamon delux with 
it's vi compatibility mode. 

it's going very well, all the irritations with display are totally gone so that 
it just displays like any console window dos application, and the developer has 
completely altered several menues so that now they all have numbers to press, 
for instance in the character editer to alter your characters' hardiness you 
now just hit one and then type the new number just like those number driven 
choices in dos programs. 

Also, the developer is doing a lot of very nice extra work in the vi mode, such 
as writing in text descriptions of graphics, and with more of a campeigne mode 
to be added where you can actually use that gold from adventures to buy 
improvement for your character (rather than having to cheat with the editer), 
this is looking like it'll be awsome. 

Oh and yes, he's also making the dungeon designer accessible too in case anyone 
would like to write their own eamon games. 

So, today i've been playing all the beginner eamon delux adventures and having 
thoughts. 

As beginner adventures these are not complicated in the least, go into 
location, slaughter your way through and grab the loot to take back to the main 
hall to sell for dosh. 

what is surprising me is how addictive these are, and how just a few lines of 
description and a very simple system can create an immersive game. 

The parza is fairly unsophisticated, indeed the only item manipulation commands 
are put, remove, wear and use, so puzles tend to be a matter of looking in the 
room description and searching objects for other objects. 

the combat is equally simple, but at the same time has enough in for variation. 
Five basic types of weapons with your character gaining experience in them as 
they use them, a heal, damage, and speed spell with again limited chance of 
use, and the chance to have your charisma affect your dealings with npcs, 
meaning they either ignore, fight, or fight along side you. 

Yet, the system has enough to be interesting, particularly when you've got got 
three or four allies on your side vs three or four enemies, ---- indeed in 
those situations you might play healer. 

Don't mistake me, the system is stil primative. I'm rather sorry for instance 
there is no menue driven conversation, and some more spells or fighting moves 
would be nice to have. 

Also the descriptions obviously vary in quality according to the game, ---- and 
yet, i've spent considderable time today just running around dungeons hacking 
up nasties for fun and prophit. 

So, what Tom has said recently about text games really holds true I think, even 
though I personally am not a fan of interactive fiction, ---- too many item 
manipulation  commands and puzles that are too obscure. 

Yet something like a more complex eamon, with some more commands, some more 
character interaction and some random text would I think be awsome! indeed I 
might think about creating something like this if I ever start writing games.

Beware the grue! 

Dark.
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