Tuesday, March 30, 2010

Open Beta... why not?!?

I guess I could share the link to the Ultima 4 game on my Blog. I don't think too many ppl read this (if any) so if anybody wants to take the game for a spin then here is the message I sent out to my Beta testers:


I had planned to build it in one month... it ended up taking 2 and a half; however, this was the most fun I’ve had in programming for as long as I can remember. I’d love to know what other people think of the game, especially people who played the original back in the eighties.

So without further adieu:
http://www.phipsisoftware.com/ultima4/Ultima4.html

When the Flash page loads up simply click on the menu page, and press I to Initiate a new quest. This will take you through the initial story, to the character creation questionnaire, and then into the game. From then on in you can ‘Journey Onward’ from the main menu to continue your old game.

I’ve posted a bunch of the original manuals online:
History http://www.phipsisoftware.com/ultima4/History.pdf
Mystic Wisdom http://www.phipsisoftware.com/ultima4/Mystic.pdf
Reference Card http://www.phipsisoftware.com/ultima4/RefCard.pdf
Small Map http://www.phipsisoftware.com/ultima4/Map.gif
Large Map http://www.phipsisoftware.com/ultima4/Map.jpg

Here’s a quick reference of some of the more important key commands:
Arrows move your party around.
E for entering cities and castles
O for opening a door
G to open up a chest (use a player with high DEX)
T to talk to townspeople (try JOB, HEALTH, NAME...)
R + W for readying and weapons & armor.
Z check out the stats and equipment of your party
Q to save your progress
K + D to climb up and down ladders
A to attack a creature
(beyond that check the reference card at the above link)

Finally, if (or perhaps when) you find a bug or other weird issue. Please send me an email. I’ve set up the following addresses to help collate new bug issues in the Ultima project:

Bugs and Gameplay Issues: ultimabugs@phipsisoftware.com
Game questions and general issues: ultima4@phipsisoftware.com
Compliments and letting me know when you’ve beaten the game: lordlegster@phipsisoftware.com

Cheers and let me know how your quest goes,
Blair (Lord Legster) Leggett

P.S. I have also found through recent testing that the game only works in I.E. and Chrome, but not in Firefox and Opera. I am attempting to resolve this issue asap.

ReadMe (0.9.7)

Just to show you all how busy I've been...


Ultima Read-Me
==============

Version 0.9.0 (Tues Mar. 23, 2010)
- Initial Beta Version

Version 0.9.1 (Wed Mar. 24, 2010)
- Fixed Object Move Memory Burst
- Reset back Stage Colour as Black
- Party takes damage from storms on land.

Version 0.9.2 (Thurs. Mar. 25, 2010)
- Storms moving at sea.
- Land monsters no longer spawning at sea.
- Sea monsters no longer drop chests. (pirates drop boardable ships)
- Players now suffer damage for fields and lava in combat.

Version 0.9.3 (Fri. Mar. 26, 2010)
- Lord British 'Help' Activated
- Lost an eighth message now displays.
- Pirate ships now change icons to indicate their direction.
- View spell no longer 'locks' the display.

Version 0.9.4 (Sat. Mar. 27m 2010)
- Trolls no longer walk through water to flee a combat.
- Monsters now obey movement rules (unless they can move through walls).
- Slow movement is now based on a set probability distribution.
(Drawing cards rather than rolling a dice.)
- Moons no longer advance in combat.
- Players no longer suffer poison & starvation damage in combat.
- A paging cursor (flashing arrow) indicates multiple pages of text.
- Two Bridge Troll Ambushes (on the same Bridge) can not occur within 50 Turns.
- Monsters now take damage from sleep and fire fields, and lava.

Version 0.9.5 (Sun. Mar. 28, 2010)
- Fixed the problem where you could hold down the movement keys and override the collision detection. YAY!
- Horse movement now fixed.
- Can not enter dungeons or climb ladders while riding a horse.
- Dungeon view fixed for energy fields. (they would slowly lose their transparency)
- Added a door outline when on a door (non room) or a secret door in a dungeon.
- Fixed a crash when attacking a person in a city.
- Ghosts and Xorns no longer 'stack' on combat tiles.
- Lord British also cures as well as heals.

Version 0.9.6 (Mon. Mar. 29, 2010)
- Casting spells now cost mixtures instead of being 'free'. (Thanks to Peter Rattray)
- Cleaned up the text when Lord British heals the party.
- Rogues still seemed to be stealing from party members when they were not. (Knockon from nerfing Rogues stealing ability.)
- Fixed Peer when world data was messing up the view.
- Implemented the Lyceum telescope.
- Added Monsters, Chests, Transports, and People to the City and World Peer View.

Version 0.9.7 (Wed. Mar. 31, 2010)
- Fixed a crash bug when trying to enter when already IN a city or dungeon. (Thanks to Greg Lesky)
- Fixed a problem where food or gold could be less than zero.
- Added a little more gold to level 1 chests.
- Fixed a nasty bug where talking to the Seer could actually cause you to lose Avatarhood.
- Monsters can no longer shoot through walls.
- Ships now repair over time.
- Fixed problem where sometimes there would be no player prompt when starting a combat.
- Monsters respond when firing cannons or casting spells in the world view.

Whew...

In Beta and Nearing Final!

Ok, so it's been a while for my posting on the blog... but I've been bus getting Ultima 4 out the door. It turned out that Dungeon and Combat took a little longer than I wanted. But some things take a while to get right. I pretty much had to create most of the combat algorithm out of whole cloth. I mean people pretty much know what to expect from a turn-based RPG combat system. But then you've got to make the whole thing data driven, and you've gotta tweak all the stats and stuff.

So I hit Alpha in the main game on Friday March 12th. I then hit Alpha for the complete game on Sunday March 21st. This milestone included all of the functionality which existed outside of the main game: saving/loading, intro main menu, create new character, and the 'endgame' sequence. I then took two days to kill a few of the 'critical' bugs, and reached the Beta stage on Tuesday March 23rd. YAY!

So for the past week and a bit I've been bug-killing everyday while my Beta testers try to break things on their end. So far so good! Things seem to be fairly stable so I think I'm pretty close to final.

Stuff that remains:

1) One of the most annoying things I found out was that the game wouldn't play for the Flash Plug-In for Firefox and Opera. It worked in Internet Explorer since that uses the ActiveX plugin, but what was really weird was that the Flash Plug-In worked in Chrome. So before I'm 'done' I wanna make sure the game works for most of the current browsers. This may require a bit of 'twiddling', but I'll continually experiment over the next couple of days.

2) I have a static main menu at the moment. This is gonna change since I'm looking to do all of the intro animations like the original game. I mean... this is what Flash is designed to handle. (I might also redo all of the original Codex animations using After Effects. This would give me a good reason to learn a bit of that program for doing 'snazzy' animatics in Flash.)

I think once I've got those features in place, and I've been able to play through the whole game (without using cheatcodes) then I will consider the project to be at a firm Beta status.

So that's the plan (for now). Originally I wanted to write Ultima 4 in one month. Wow.... was that optimistic. ;) But I've learned sooooo much while I've worked away on this project. It feels kinda cool to have built something, by myself, from the GROUND UP!

Cya in Brittania,
Blair (Lord Legster) Leggett

Monday, February 8, 2010

Whither Ultima 4?

So when I tell people that I'm trying to rebuild a classic computer game I usually get the same response.... which one??? And then when I tell them "Ultima 4" I get one of two reactions:

1) They look at me kinda funny and don't know what I'm talking about. First they have never heard of the Ultima series, and second they are unsure about how the number 4 somehow qualifies the game as a 'classic'.

2) The other reaction is one of trembling incredulity... oh my god.... really?!? I haven't thought about that game in years! That's AMAZING! One person sent me an email saying that I was his new personal hero.

Those are two fairly disparate responses to a computer game. I mean I can understand if people don't know about it: twenty-five plus years have passed since Ultima 4 first came out. This is in an industry where most games are considered obsolete within three or four years. And yet the other response shows that there IS something special about this game.

So for those who are in the first camp... let me give ya some the other responses from the second group. One game critic who has been around for a while has the pseudonym Scorpia. She is notable for two reasons... she has been writing game criticism for over twenty years, and she is a woman writing about a fairly male-dominated medium. So here's her response when asked about her favorite game of all time: "Of course, "best game ever" isn't correct; what's really meant is "best game so far", since there is always the future, and something may come along to take top position. Until that time, the best game I've played so far, hands down, is Ultima IV." (http://www.scorpia.com/?p=114)

Here's another response: In 1996, Computer Gaming World named Ultima 4 as #2 on its Best Games of All Time list for the PC. (#1 was Sid Meier's Civilization & #3 was a game called M.U.L.E.)

Now arguably, most top 100 games lists might not contain Ultima 4, but I'd be willing to bet that they would contain at least ONE of the Ultima games: i.e. the recent top 100 games list from PC Gamer listed Ultima 7 at number 24.

Ok so why do people remember this game? Why would I spend-what will probably be-two months of my time to recreate this game?

I think there are three main reasons why this game stands out for me... but I'd luv to know what other people think.

1) The character creation system--though often imitated--was completely original for the time. Normally when you played an RPG from the time, you would manually assign your stats to a bunch of characteristics. You would 'roll' your character as if you were playing a table-top, pencil and dice role playing game. But with Ultima 4, there was none of that. Just a set of eight pick A or B questions that would determine what your character would become. There were no 'right' or 'wrong' answers, but simply responses that would determine the moral strengths and weaknesses of the character you were about to become. Nobody had seen ANYTHING like it before, and if you played the original game, then I'm willing to bet that you never forgot that moment when "Thy path is chosen!".

2) This was the first game where you would play in a single continent world called 'Britannia'. You would actually play in the same basic world in the next three Ultima games, each time you would see what had happened to the world as time had passed. In the same way that the children from the Lewis' Narnia series, you would get to go back to revisit the special world that you had previously explored. Also, Ultima 4 created a new system for 'talking' with people. In previous games you would talk at a person and they would say the same bit of 'canned' text. But in Ultima 4 you would have to give a response to be able to pump people for info. In such a way you could be talking to somebody in one city, and then find out you had to go to another city, find a particular person, and then ask them about a specific TOPIC. In some cases, this was the only way to solve certain problems, or find hidden objects in the world. So in the same way that you returned to the same physical world, you would get to visit with the same 'people', and see how they would develop throughout the series of games.

3) Finally, I think the reason why this game has such a lasting appeal is that it broke to traditional quest structure of computer role-playing games. Typically the story goes as follows... journey in a fantasy world, gain enough levels of experience, and then find the big 'baddie' of the game and kill it. Not much has changed in this regard... Wizardry, Diablo, Bard's Tale, Zelda, Fallout... they still follow this same general pattern. What did Ultima 4 do? Instead of having one baddie that you had to 'off' you instead had to travel the realm being and learn the moral code of the world. You would then enter into the toughest dungeon of the game, and when you made it all the way to the end you had to answer 'virtue' questions to see if you knew the code backwards and forwards. So the ultimate aim of the game... is to improve yourself and be a decent human being to the rest of the world. Not a bad concept on which to tell a story.

So I guess my overarching goal is to try to get the people from group 1 (what's an Ultima?!?) to have a little better understanding for the people in group 2 (you are my new hero, and when does your Flash version go live?!?).

I guess there's one other thing I'd like to share with ya on answering the question "Whither Ultima4?". I've worked in the games industry for a long time, and on all kinds of projects. I have to say, that beyond a doubt, that this is the most fun I've had coding in a long, looooong time. I wake up each day with a renewed vigour to see another bit of Britannia come to life. I can't wait to share my work with people. I want so much to be able to teleport new users back to the wonder of Britannia.

Next time I'll give you guys an update of some of the technical issues and reworkings that I've been doing.

Cheers,
Blair

Monday, February 1, 2010

Starting at the Beginning and moving on...

Hiya all!

So when I got back from the Christmas holidays in Ontario, I wanted to start writing a blog to help describe the project that I was about to embark upon. Well it's February now, and I haven't been very dilligent about sharing my thoughts... so forgive me as I start out in my first post.

I am an out of work game programmer. I've been in the business of software development for 10+ years now. Vancouver was hit pretty hard by the layoffs and studio closures of 2009. I am one among many people who find themselves out of a job waiting for the economy to pick up.

I'm a kinda weird 'guy' when it comes to programming. Bit of a 'jack-of-all-trades' kind of a fill in the blank person for a development team. Here's the deal... I have two degrees from Simon fraser University. My main 'techie' degree is in computing science with specializations in databases, and user-interface design. However, I also have a degree in English Literature, with minors in Philosophy, and Political theory. Go figure huh??? I was one of these wierd left brain-right brain people who could jump between doing physics, calculus and algorithms, and discussing Romantic poetry, Kantian Epistemology and how post-modernism is an intellectual cul-de-sac. I pretty much like my knowledge broad, and I like to be able to link LOTS of ideas together in a myriad of different patterns.

Ok so where was I??? Right! Christmas break, and what I've been doing for the past month while I hunt for work. Well. I used to enjoy programming. There will be more on this to come... but what I really love about making games is the challenges of building interactive stories. I love trying to apply standard storytelling techniques to building interactive worlds that people find engaging. So rather than sit around... I decided I would try to rebuild a world that had meant so much to me in my past.

I used to LOVE the Ultima games written by Lord British. In particular I loved his fourth game: Quest of the Avatar. For many, this game was a milestone in terms of its design and gameplay. (more on that later) So I have decided to rebuild this classic game in Adobe Flash. I've been working night and day on it for the past few weeks. My original goal was to have an Alpha version (i.e. be feature complete) ready for the end of January... well that didn't work out.

But I got pretty damn close! So I'm going to share with people on this Blog how the development process has gone and what I've gained by reliving a crucial game of my yesterdays from the inside out. By building it and remembering all the incredible things that made Britania (the world of Ultima) such an incredible place to visit.

Not only will I be providing technical stories here... but also some of the personal experiences that shaped my life as I played through each iteration of the game. It's wierd because when I first started writing down all the ways that these games affected me I was quite amazed that I had nearly a full page of short-form anecdotes.

So I'll try to keep the posts coming daily, and perhaps post a link to the play-testable version of the game when it's ready for outside eyes.

Thanks for reading, and I'll see ya in future posts,
Blair