![]() ![]() An elf army would get a bonus for fighting in woods, dwarves get a bonus for the mountains. There were fields, marshes, woods and mountainous terrain. The defending army would get to pick the terrain type. As the unit was wounded, the sprites were "killed" off until it was destroyed or a dice roll forced them to flee the field. TSprites were used to represent the unit's health. The game engine used the same engine as the adventure game, the battlefield being essentially one large room. The battles were turn-based and fought on a grid that was copied from the paper game. ![]() ![]() When armies met on the world map, the player could choose to let the computer roll dice to determine the outcome based on the characters' attributes, or the player could enter a battlefield. There was also a battle component to the game. However, during gameplay, if the player failed to equip their spell caster with the necessary spells before adventuring those spells were unavailable to them and forced the player to leave and re-equip. Also there were flying wyverns and spiders which crawled on the ceilings as well as the floors. The adventure game engine was a Doom II engine clone: a 2D/3D engine which has essentially a flat layout map which used three resolutions of avatars that were hot swapped in depending on the distance from the viewer and the amount of memory on the hardware. ![]()
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