The silent teleport is already used in the town map at several places, like when you go through a corridor below which there is another corridor (in the inn and in the library). I've the weird feeling none of you could get the town map to run yet, am I right? [img]images/smiles/icon_wink.gif[/img]
Betrayal in Antara is NOT a strongly story-driven RPG... maybe that's why its replayability is this high (I played it maybe half a dozen times fully through and a couple of times a part of it). Actually, you can play for 90% of the time by just forgetting there is a story and simply enjoying the wandering around in a whole world with dozens of towns, hundreds of combats, thousands of items to collect and sell/buy and hundreds of people to interact with... I've been thinking about creating such an RPG for years, where you don't have to follow a story you maybe don't like from the beginning but just can immerse into a fantasy world.
Combat is a very important part of Betrayal in Antara, and the combat mode is well crafted as after thousands of battles I still don't find it unbearable, unlike the "real time first person" fighting mode of some dungeon RPGs like the Eye of the Beholder series (or to mention something from Raven, Black Crypt). By simply clicking a weapon icon under the character portrait and waiting until it's not greyed out so you can click it again is just plain stupid and boring... Antara is one of the few RPGs I played (others are the Black Eye series from Germany) where you walk around in 1st person 3D (I simply
need that to be able to enjoy an RPG), but for combats you switch into an isometric view where you move your characters on hexagons or squares in a round-based, strategic kind of combat system.
Indeed, I'd like to create an RPG engine where you wander around in splendid 3D environment (it should be a voxel engine rather than polygons) which includes only important landmarks but makes it easy to create a whole world and still has a good feeling, with a separate hexagon round-based 2D combat system. If it would ever be done it'd be a free RPG engine so that it'd need only 2 people to create a very enjoyable classic-style RPG: a DM with good ideas for a whole world and creatures and stuff, and a talented 2D artist to draw all the special new graphics.
It just came to my mind yesterday that why not create such a kind of game with the Korax engine as well, this time for multiplayer? I said cooperative in the previous posting but I meant a mode that's neither cooperative nor deathmatch or anything, it's just that people on the same server can team up and go together to loot Skullcap Mountain or whatever - but nobody hinders them to cut each other's throat while the other is sleeping at the campfire... [img]images/smiles/icon_wink.gif[/img]
(You should ask Camper what my favorite multiplayer mode is, he has been pissed off many times that when we play cooperative I always seek to cheat him and stab him in the back, be it 3D shooter or real-time strategy [img]images/smiles/icon_biggrin.gif[/img])
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The idea would definately mean rewriting a lot of the current engine. Hexen just isn't suited for a big world, especially not outdoors (sadly).
I'm not so sure about it. Exactly this old stupid DOOM engine can handle some stuff
none of the new shiny superb 3D engines can do... by increasing the visplanes and some other values (ask Camper what exactly), we could already create great open rooms where you had to run with SHIFT in real time for a minute or 2 to reach the other side. You can forget all 3 Quake engines at once and even the Unreal/UT engine would have some probs with it... and it's even more true for heights and depths which the DOOM engine doesn't really render at all.