[WIP] Ultima Underworld level conversion
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [WIP] Ultima Underworld level conversion
Man I really didn't remember that hidden feature with musical boulders in Ultima Underworld!
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- Graphics Processor: Intel (Modern GZDoom)
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Re: [WIP] Ultima Underworld level conversion
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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- Posts: 537
- Joined: Wed Dec 22, 2021 7:02 pm
- Graphics Processor: Intel (Modern GZDoom)
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Re: [WIP] Ultima Underworld level conversion
A list of features shown or mentioned in the video, and teased for a future video:
Features Shown or Mentioned:
- Default Actions
- Actions are Z-Sensitive
- Action: Look
- Action: Use
- Active Pickup
- Action: Pickup
- (mentioned) Encumbrance
- Action: Talk
- Timed Actions
- Crouch to Alt-Use
- Actions are Distance-Sensitive
- Timed Action Distractions
- Searching a Grate
- Keyhole Peeking
- (mentioned) Telekinesis
- Action: Examine to Identify
- Non-Default Actions
- Interface in Inventory Bar
- (mentioned) Sleeping
- (mentioned) Dreams
- Combat Mode
- (mentioned) Ledge Grab
- (mentioned) Swimming
- (mentioned) NPC Opinions
- Customize Interface
- Detecting Mimics
- Talking through a Grate
- Action: Examine to Search
- Hidden Doors
- Poking a Grate
- Poking a Button
- Poking a Mimic
- Using Actions on Ceilings and Floors
- Light-Giving Objects
- Equipment and the Paperdoll
- Passages
- Rock Hammer (AKA Pickaxe) and Mining
- Fishing
- Swimming
- Basic Doors
- Keys & Lockpicks
- Secret Doors
- Remote Controlled Doors
- Guarded Doors
- Sneak Attack & Back Stab
- Stealth Doors
- Elevators and Platforms
- Fountains, Water, The Silver Sapling
- Containers, Nested Inventory
- Musical Instruments
- Easter Eggs