By Mark Lemmert
What We've Done So Far
Developing Nox Archaist over the last year has been an exciting
experience. In this time the project team doubled from two
people to four. Much of the game engine was completed, including fundamentals
like map movement, towns, NPC conversation, and day/night transitions. Dynamic
features new to Apple II RPGs were developed such as swimming, horse jumping,
tall grass where mobs can hide, and many more which we’ve saved to
surprise you in-game.
Thank you very much to all the retro computing fans who have taken the time to post a
comment. We really enjoy hearing from you!
Current Status
- Programming for the Nox Archaist combat
system is about half way done with the remainder mainly relating to
enabling additional features. We have a proof of concept where up to 6
player characters can wage battles with multiple mobs using their wits,
weapons, and spells. If that's not enough, you'll be able to summon allies to
join the fray.
- Dungeons are operational and we
are currently working on completing that tileset. Artists Bill Giggie and
Robert Padovan are using their years of experience as professional
graphics animators in the movie industry to tackle this challenge and many
others.
- Rough schematics are complete for the inventory and merchant transaction systems. Just add programming :-)
Soon Nox Archaist will have a fully functional
game engine and we expect to be ready to showcase additional features by this
spring. At that point the team will shift focus to designing the Nox Archaist
game world and story line.
What Will the Game Be Like?
Our development approach has been to build the
game engine first, then tell the best story possible using the feature set we
created. This method has been passionately espoused by Lord British himself on
several occasions including the Book of Ultima and various interviews.
With the game engine approximately 75% complete,
we have a pretty good idea of the general feel and functionality that will make
up the core of Nox Archaist. While these details are subject to change, we
thought you might enjoy a glimpse.
Nox Archaist will be a fairly dark game. The
powers of good will certainly be present but some of the most notorious bad
asses in the fantasy genre will be integral to the story line. Heavy
hitters such as demon lords, death knights, as well as our own blood chilling
supernatural creations will be found within. The Nox Archaist game engine
has the capability to make their appearance more dramatic than mobs were in 1980s Apple II
tile-based RPGs and we plan to push the limits of the platform as far as possible.
One of the most important design elements we are
focusing on is the balance between combat and non-combat activities.
Personally, I love both tactical combat and a rich story with interesting quests
and puzzles. As a result, Nox Archaist will offer a complex story line set in a
non-linear world and will feature a comprehensive combat system. In fact, the player will face challenging combat scenarios that will require a combination of battle tactics and clues found within the game to overcome. Quests, puzzles, and combat found in one area of the Nox Archaist world may contain clues relevant or necessary to challenges the player will encounter elsewhere in the game.
Ccmbat in Nox Archaist will take place on the tile grid, enabling the player to make tactical decisions such as:
Ccmbat in Nox Archaist will take place on the tile grid, enabling the player to make tactical decisions such as:
- placement spell casters and archers behind fighters.
- select a specific mob target for each player attack.
- aim area of effect spells at large groups of mobs
- collaboration between thief/assassin and fighter types for increased critical hit chances.
Combat will offer many opportunities for varied tactics character development. A skill based system will allow the
player to guide their character toward a specialty (melee weapons, ranged
weapons, spell casting, etc) or blend abilities as they see fit. Damage and
hit/miss will be determined by a number of factors including skill, base stats
(strength, dexterity, etc), the physical size of the target, and various innate
abilities.
Characters will be able to choose separate armor
to protect their head, torso, feet, and hands. Lucky adventurers may find gear
with magical properties, however be aware that not all enemies will be affected
the same way.
While our skill based system provides
flexibility to blend traditional character classes, those who enjoy classics such as thieves, assassins or mages will find robust role playing opportunities through
skills such as critical hit and through the comprehensive spell effects in the
game. Expect to see fireballs explode and lightning bolts fly as spell casters
do battle.
These mechanics will be implemented in a way so
that combat is not one-size fits all, and players will need to use different
strategies and tactics to survive and thrive in the Nox Archaist world.
Release Date
We are shooting for a release date in 2017.
Our team is focused on creating an awesome new Apple II game and I am
extremely confident that Nox Archaist will be completed.
Seriously. This game is going to get done.
Period. If you haven’t already, check out this post on the Origins of the Nox Archaist Project and
you’ll understand why :-)