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Beleriand Status
I've heard about the Beleriand project Nick has been working on and I'm hugely interested in it/excited for it, but after some searching I haven't seen anything about it later than around June '12. Is this project still being worked on?
If it is, one question on something I'm assuming: will the monster types be strictly Tolkien-appropriate? I love FAangband, but the kobolds and harpies and yeeks are a little jarring for a Tolkien nut. |
https://github.com/NickMcConnell/Beleriand
Looks like it was last worked on 12 days ago. So, still alive. |
I haven't done much on it for a while, partly because my thinking about it has been, um, evolving. I had plans for a complete rewrite from the ground up, but am now thinking I will evolve to my final point. I'm hoping to get some work done on it fairly soon, with the initial goal of getting a playable version out with new wilderness but everything else like FA.
Thanks for the interest - that gives me a kick along :) |
Awesome! I'm glad to hear it's still in the works. Until it's playable, I'm more than happy with FA. I should throw in a huge thanks to you for having made it, it's an awesome variant.
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I am looking forward to Beleriand too. I love the feel of both FA and Sil, if you could combine the two it would be something very special. I got a little more excited about it after reading those quotes about Angband you posted recently, I like to imagine these sorts of passages are your design documents.
I think this might be in your plans and has been brought up already, but removing recall would be very appropriate for FA (and Beleriand). FA is all about the journeys, it only seems right that once you pack your bags to head into a dungeon, you won't be returning for a very long time. I've actually tried this in FA recently... It was fun but mainly what I found was that you'd better take a huge stack of cure light wounds when you go because the blindness takes a huge toll on your supplies. I think the best strategy would be to stay in the wilderness for a long time before going to dungeons, which leads me to something else, while I'm here... Current FA wilderness could stand to be a little less lucrative. This is perhaps because of hard mode, but there is a large disparity in the rewards for risk comparing wilderness vs dungeons with hard mode. Exploring and enjoying the wilderness is important, but I think it could be toned down a bit. |
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I had planned to get back to development in a big way soon, and this thread has hurried me up. The plan is to get FA reasonably bugfixed, put out 1.3.3, and then start on Beleriand again. |
Yeah, count me in as yet another keen on seeing this take shape given the potential of the idea is rock solid---the more grand projects, the better.
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Scale
This gives an idea of the scale I'm operating on (note Beleriand is actually 12x15 - I'm basing it all on this map):
http://angband.oook.cz/faangband/Beleriand_scale.jpg I have already got a rough edit file (considerable detail and smoothing is needed) which maps it all at the region grid level. The main challenges with this are giving the player a sense of what's going on, and managing travel. I have some plans; we'll see how they work. |
Hmm, with something of that size and scope...seems like making use of varying degrees of zooming in and out would be handy. Resolution and scaling issues would get tricky though under normal circumstances unless you get some vector sorcery going, but regardless I'm looking forward to seeing what all gets cooked up.
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