Yes, more of my Apple II games are set to stagger onto the international stage!
This time it's three fantasy RPGs, Cliffs of Fire, Prism of Shadows and Dawn of the Warlock. They were written for the Eamon game system in the early nineties. Eamon was an open-ended text-based RPG and adventure game system, which in its heyday had clubs, newsletters, and ended up with a library of 250+ different adventure. To get these adventures you had to swap and copy through friends or mail order them from the Eamon club or public domain/shareware companies.
Anyway, I recently recovered my own Eamons from rotting 5.25 floppies and sent 'em to the Eamon Adevnturers Guild, which is understandably quiet today but still exists. Hopefully they'll be up and reviewed in the near future. I look forward to seeing what the Eamon webmaster makes of my high school efforts.
Have a look at the Eamon adventure list
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honestgamer - November 28, 2008 (11:43 PM) I remember reading and likng your review of Eamon and its awesome opportunities, so this newest development is cool. I wish I had time to get into design like that. I played around with--and paid for the full version of--the Torque game development engine, but I got distracted before I did anything more than set up a control system and a few basic sprites. Maybe one of these days I'll have more time and can start making old school games (which really is about as deep as my particular ambitions go). |
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bloomer - November 29, 2008 (07:05 AM) Yes. I find what I miss most about making these old Apple II games was that they were (are) extremely doable! If you're excited by some plot/adventure idea you have, you can make it a full-functioning reality in a matter of days, weeks or a month at most. By today's paralysing and protracted game development standards, this remains hugely attractive, and the end result will be 100% your own creation. I still feel pangs to do another Eamons or adventures from time to time, but the combination of feeling 'I did enough in the past' and 'I've got finite amounts of time for creative stuff' usually pulls me up just short. I've also tried a few semi-modern game development tools (Klik and Play, for instance, to make a platform game - maybe I should video the 1 whole screen I finished!), but always found them both slow going and curiously difficult as a means of doing things, compared to just straight out programming. However I hope you get around to finishing a game at some point, whether by new tool or just by programming it on an old computer. I view the latter as easier and more fun, but I am biased there. |