![]() ![]() The interface is point-and-click, with a new "all attack" combat function added to facilitate smoother combat. The bestiary has been revised and enhanced to include literally dozens of new monsters, more than 80 spells are available, and experience levels have been expanded to higher limits. Compared to the first two titles in the series, Eye of the Beholder III: Assault on Myth Drannor is huge, and contains triple the number of cinematic sequences, a music score, a vast array of digitized sound effects (over 70), and an option to import your characters, including weapons, treasure, and experience levels, from Eye of the Beholder II: The Legend of Darkmoon. Within the ever-present interface, a small window on the upper left quadrant of the screen displayed the world as in the first with the party listed on the right. Temples, guilds, and a mausoleum await in the deep forests surrounding Myth Drannor, each with intricate puzzles and traps. The game uses a grid-based, 3D system wherein the world is viewed from a first-person perspective with 90° turns and movement spaces. The adventure is set in the ruined city of Myth Drannor, where you'll lead a party of four player characters, each with unique skills, attributes, and philosophies (e.g., lawful evil, chaotic good, "true" neutral) and two non-player characters on a search for a divinely powerful artifact. Once again, action takes place in the Forgotten Realms world. Eye of the Beholder III: Assault on Myth Drannor is the third and final chapter in the Eye of the Beholder graphic fantasy role playing series by TSR, Inc.I've written this post because I think some of you may be interested in a developers thought's behind such remake projects. I have the tools, I have the knowledge and I have the time. So my current goal is a game engine for the first EoB, working on all current platforms. And understanding the results.thats the hardest part, at least for me. Mostly doing research and reverse engineering. ![]() Oh, and DrMcCoy is right - even remaking a "simple" game like Eye of the Beholder is a loooot of work. As it was not developed by Westwood the entire structure is very different to EoB 1 2. Copy that file over the dosbox.exe in your '\Eye of the Beholder III\DOSBOX' folder. For example the one in your '\Eye of the Beholder II\DOSBOX' folder. The simplest way to go about it is this: 1) Find a DOSBOX.exe that is the newest version. So I don't have to start at zero again.īy the way, EoB 3 is a whole other story then the first two parts of the series. There seems to be couple of alternative solutions to this. However, the knowledge I earned by doing this project is something I already have. As much as I love EoB 2 I need to figure out some basic stuff I never really got years ago when developing Spectalum. But I've learned a lesson or two in the last 6 years. So I feel a strong "do it" deep inside me. Well, I'm dreaming again about a platform independent remake of the EoB series and I dont have read about any fitting project up to today. I was browsing this board because I was looking for an existing EoB port (and I'm damn impressed with the ScummVM LoL implementation by the way). Well, we all learn over time.and the project is still opensource. I did so many mistakes during the development process (my first.and last.C project) that at one point I've seen no chance anymore finishing the engine. And the bad news first: yes, the project has been abandoned. Im the guy behind the above mentioned Spectalum project. ![]()
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