Good point about transliterated as a separate branch, Buzzzzy! I guess it's true that we don't know what all was inspired by Egyptian or Greek, and you and Pallas are right about the original intention for the language possibly being different.
Adding their names and places makes sense too. I recall having some discussion in the past about whether Ayrit and Maayti are the formal place names or more general terms like "home."
@Wizard Well, domains are relatively cheap and even if he doesn't want to keep the website up, that doesn't necessarily mean he wants it taken over by a porn domain. Long running website domains tend to be a good target for scammers and spammers.
I've been going through the ebook of Secret History of Mac Gaming and there's definitely a lot of great material in the early chapters that I didn't really know. The Ambrosia and Pangea chapters were most interesting to me, although you're right that the focus is on their other games. I wouldn't mind a more linear organization, but it's still pretty easy to follow and a good read!
Those are the scripts and steps I used to port Cythera over to NodeBB from Ambrosia's Invision system. It's unfortunately long and involved. Regarding the quality of my code itself, that is best described by Tyrael when he told me this years ago: "You program like a researcher." 😛
Whoa, thanks for all these links, Wizzy! I didn't realize such a thing existed, or that it had old pre-release Cythera screenshots! ^ ___^ Those were fun to look at!
The Wizard said:
For starters, it looks like the main character originally did wear a t-shirt and blue jeans. To me this would have made a lot more sense for a person supposedly living in the modern world being pulled to this foreign land. I think playing with a character looking like that would have really served as a constant reminder that you are a stranger in this world, and that Earth is your home. As it is, I often forget that my character isn't a Cytheran native since apparently he runs around in skirts all day.
I've never seen that sprite before! I wonder why he decided to change it to the more heroic-looking versions we have now. I think I like the current versions better (I'm assuming that behind-the-scenes, Bellerophon changed into some Cytheran clothes upon arriving at LKH), but there's something to be said for the reminder that you're a stranger in this land. I'm guessing that the sprite was replaced by the current player sprites, and that's why I've never come across it before, but is it possible the old sprite might still be hiding in some dusty corner of the data? I'm mostly wondering if we could hack ourselves into the original blue-jeans sprite.
Edit: Bryce confirmed that the T-shirt & jeans sprite isn't in the data : __( Thanks for checking, Bryce!
The Wizard said:
Tables, potions, trees, bushes, beds, fountains, everything looks just a little different, although a lot of the layout is the exact same. Clearly, they wanted to redo most of the graphics, but I'm not sure they've changed the feel of the game all that much.
Yes, I think overall everything looks nicer in the final version, though I'm not sure about the potions. I think the old potions look more like potions than the weird circle things we have in the final version. Also, I totally want one of those green-blanket beds for my house in Cademia!
The Wizard said:
The dialogue window was radically different. Apparently, character responses used to appear in little speech bubbles, and there wasn't a formal background to the dialogue. I think the redesign is good in this case since it puts the dialogue front-and-center.
Yeah, that old dialogue format looks hard to see and confusing!
One other thing that stands out to me is the lack of a path from LKH. The caption even reads, "Here you see the player having left the mountain stronghold of the LandKing and getting ready to brave the trackless forest between there and civilization." I wonder if the beta testers had trouble finding their way around, so he added a path from LKH to Odemia?
I try to cover as many bases as possible - obviously I can't cover everything, but I try to cover most of the interesting ones (or the more common, though dull, ones). In general, though, except for a handleful of key plot points, I try to avoid the "one right answer" approach. My rule of thumb is "at least two right answers". For example, if there is some important information, at least two people usually to know it. If you don't have the key for a door, you can break it down. Things like that. The "you crash on an alien world, and unless you have a screwdriver that you needed to pick up at the very beginning of the game you can't open the door to get out" type of puzzle is right out. Instead, if you had the screwdriver, fine, you can open the door, but if you don't, well you can take a crowbar to the window and break it open, or fire a disintegration ray at the door, etc... Again, take some simple behavior of simple things, and allow complex interaction to build "naturally" from them.
I really appreciate this philosophy for completing quests in Cythera ^ ___^ It's especially important that he makes sure there's more than one solution for each problem, because often one of the solutions doesn't work :x
The Wizard said:
The screenshots from July of 98 are not too special, but I did enjoy seeing how different Ferazel's Wand looked back then! Now that game really did benefit from entirely redesigned graphics; the final version still looks pretty good today in my opinion.
I guess I'm just not as familiar with Ferazel as I am with Cythera, but those screenshots don't look all that different from the final version to me :x
The Wizard said:
Anyways, Ferazel's history is interesting as well. As is Harry the Handsome's. Manse is on that page as well. You should just browse around through the Times a bit yourself to get a better appreciation of the history of some of these games. It really is pretty fascinating to look at.
I might do this, it does sound fun ^_ __^
The Wizard said:
The other major takeaway for me was about the release time. They initially planned to release Cythera in fall of 1997, and I think it's a pity they weren't able to. It's just weird looking at all those screenshots for two years of a game that barely changed visibly. I'm shocked that there was so much development left when it looked basically ready for release at the end of 1997. It makes one wonder if it would have had a larger following if it had been released earlier. Or would its following have waned more quickly? Would we all be here on this forum if it had been two years older? Hard to say.
I wonder about those two years too : __( Was Gandreas just being a perfectionist and trying to make everything as pretty and tidy as he could? Or did he really need that time to finish the scenario and core functionality of the game? If it was possible to release the game two years earlier, I think they would have been better off doing that. As you mentioned, Diablo and other RPGs were released during those two years (I don't really know what Diablo is, but whatever), which maybe made Cythera (which was designed to run on 68k macintoshes) look old-school by comparison.
As for me personally, I probably would've gotten into Cythera at more-or-less the same time whether it was released in 1997 or in 1999. It's a shame that it wasn't more popular, considering it's the greatest computer game ever, but in a way, I like that the Cythera community isn't huge and intimidating ^_ __^
This post has been edited by BreadWorldMercy453 : 15 July 2015 - 01:23 PM
These changes are pretty neat, and the URL is more easy to remember!
I'm trying to use Slayer's Guide as a story reference at the moment, so a couple of remarks about this area:
- Mirror 1 has been down for ages. Mirrors 2 and 3 work fine however, and maybe should be promoted to replace mirror 1 (specifically mirror 3).
- It would be cool to add in some integration from Slayer's Guide into the new Cythera guides website. Dunno how useful this will be in the grand scheme, since few people will need to actually reference his guide to beat the game anymore, but for example, when I click on an NPC on one of the mission guides, it takes me to a picture of the NPC's sprite. It would be more useful if it took me to a page about the NPC, with information about who they are or possibly their dialogue page.
Hmm, very interesting. I had never noticed a correlation between regeneration rate and the bed used or between regeneration and one's state of hunger. I usually tend to keep my characters fed and just sleep as long as necessary to regenerate.
TwoJacks, it might be possible, but controlling items and their effects is a very imprecise business. It's one of the game components that I'm still trying to figure out.
I thought I'd give this topic another bump. I'm glad to hear that you're still working away on that studio; we need another update! 🙂
Finally ready people. I have to plug a few things in and remember what the heck the problem was with GigaStudio re-wiring into Cubase and why I keep getting piano in every track. But I may just scrap the re-wire and go from one computer to the other using my two separate interfaces. I can use one computer to just generate the sounds.
I have some great synthesizer emulators inlcuding the Moog stuff. I have to find the disks and install them in the right part of the studio. LOTS of details you probably do not want to hear...
All in all, things are really going great.
Believe it or not I put a wood stove outside this year! Its really cool! I built it myself to blow the heat into the house. I have a reclaimer now too and will do the same with that heat. Soon I plan to put a exchanger on it and run water into the floorboards as well.
It has taken a lot of my time however it was refreshing getting outdoors away from the putes and school and all.
I start back into the Academy of Art Monday. It was a needed break. I have been in school off an on since...uh... well I have about ten years in since 96! Filling the wall with degrees and diplomas.
Will be going to work to pay all that off someday. LOL
Good to get logged in...sorry for my tardiness. Hope you all still come by sometimes.
I think that Ayrit refers only to the underground city. The Seldane seem to use it to describe their place of refuge, and, given that the Underground City is walled off by a force shield, it seems more likely to be a place of hiding than LKH does.