[WIP] Ultima Underworld level conversion

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Gez
 
 
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Joined: Fri Jul 06, 2007 3:22 pm

Re: [WIP] Ultima Underworld level conversion

Post by Gez »

Man I really didn't remember that hidden feature with musical boulders in Ultima Underworld! :p
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Sir Robin
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Graphics Processor: Intel (Modern GZDoom)
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Re: [WIP] Ultima Underworld level conversion

Post by Sir Robin »

Gez wrote: Sat Dec 16, 2023 12:01 pm Man I really didn't remember that hidden feature with musical boulders in Ultima Underworld! :p
It started as an easter egg, I wanted it so that if someone tried to pickup a rock it would shout "I wanna rock!" Then I thought, well, what if someone tries to wind a piece of string around that rock? And things just kept getting sillier from there.

Seriously though, I want to expand UW's the music system. I don't know if I want to go full-on rhythm game, but maybe something more like Zelda Ocrina of Time where you learn a few different songs that are useful in a few different places.

Funny thing about the video, I wanted to demo the more serious features I've been working on, the doors, containers, and passages. But i started with the "fun" stuff, poking grates and talking to mimics, never got around to the actual topics I set out to. Aw well, I'll hit it in another video.

The grates were another snowball effect item - it started with me wanting to hide some random things in them (grates in UW were purely decorative and none that I know of were interactive). Then I noiced many are on thin walls between rooms, I got the idea that you can't reach something and have to poke it through and then find it on the other side. Then I thought, well, what if some are mimics? And what if they swear at you when you talk to them? Yeah...
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Sir Robin
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Re: [WIP] Ultima Underworld level conversion

Post by Sir Robin »

Sir Robin wrote: Sat Dec 16, 2023 2:27 am I just dropped a new video demo of some of the new features. It's linked in the first post, and also here:
A list of features shown or mentioned in the video, and teased for a future video:

Features Shown or Mentioned:
  1. Default Actions
  2. Actions are Z-Sensitive
  3. Action: Look
  4. Action: Use
  5. Active Pickup
  6. Action: Pickup
  7. (mentioned) Encumbrance
  8. Action: Talk
  9. Timed Actions
  10. Crouch to Alt-Use
  11. Actions are Distance-Sensitive
  12. Timed Action Distractions
  13. Searching a Grate
  14. Keyhole Peeking
  15. (mentioned) Telekinesis
  16. Action: Examine to Identify
  17. Non-Default Actions
  18. Interface in Inventory Bar
  19. (mentioned) Sleeping
  20. (mentioned) Dreams
  21. Combat Mode
  22. (mentioned) Ledge Grab
  23. (mentioned) Swimming
  24. (mentioned) NPC Opinions
  25. Customize Interface
  26. Detecting Mimics
  27. Talking through a Grate
  28. Action: Examine to Search
  29. Hidden Doors
  30. Poking a Grate
  31. Poking a Button
  32. Poking a Mimic
  33. Using Actions on Ceilings and Floors
Features Teased for another video:
  1. Light-Giving Objects
  2. Equipment and the Paperdoll
  3. Passages
  4. Rock Hammer (AKA Pickaxe) and Mining
  5. Fishing
  6. Swimming
  7. Basic Doors
  8. Keys & Lockpicks
  9. Secret Doors
  10. Remote Controlled Doors
  11. Guarded Doors
  12. Sneak Attack & Back Stab
  13. Stealth Doors
  14. Elevators and Platforms
  15. Fountains, Water, The Silver Sapling
  16. Containers, Nested Inventory
  17. Musical Instruments
  18. Easter Eggs :)
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