Produced by: Jonathan Rimmerwpdmfile id=20wpdmfile id=21wpdmfile id=22A 2D, DOS-based editor for both Ultima Underworld and Ultima Underworld 2, made by Jonathan Rimmer.The program may require the DPMI Memory Manager because of the Allegro libraries that were used in its making. And, of course, the utility requires the original data files for Ultima Underworld in order to function. However, it will not work (apparently) with either the GOG or CD releases of the game; the 3.5″ diskette version seems to be required.
They didn't come up with it. They ran into Unity limitations and designed their game around those limitations instead of finding a plug-in or experienced Unity dev to make a proper save system.Once they realized they couldn't easily write a save system they shifted away from the full dungeon crawler into mission based delves. Instancing and a central area they could restart you in. Their save system is character exports. But if they wanted any complex content they couldn't lean on that, all the missions would have to be short. So they put in a respawn system (the tree) that doesn't require writing anything to a file. It lets them allow for death without save/load.
It's still limits mission length but it extended it at least. Furthering their workaround.Furthering it instead of fixing the core issue - that they needed a save system. Originally posted by:They didn't come up with it. They ran into Unity limitations and designed their game around those limitations instead of finding a plug-in or experienced Unity dev to make a proper save system.Once they realized they couldn't easily write a save system they shifted away from the full dungeon crawler into mission based delves.
Instancing and a central area they could restart you in. Their save system is character exports.
But if they wanted any complex content they couldn't lean on that, all the missions would have to be short. So they put in a respawn system (the tree) that doesn't require writing anything to a file. It lets them allow for death without save/load.
It's still limits mission length but it extended it at least. Furthering their workaround.Furthering it instead of fixing the core issue - that they needed a save system.Exactly what I was thinking!
But still: if they are veterans how come they decided that this is the best option? It changed the whole game design and they could have anticipated the negative reactions of the users. They have damaged their own reputation with this decision. Originally posted by:They didn't come up with it. They ran into Unity limitations and designed their game around those limitations instead of finding a plug-in or experienced Unity dev to make a proper save system.Once they realized they couldn't easily write a save system they shifted away from the full dungeon crawler into mission based delves. Instancing and a central area they could restart you in.
Their save system is character exports. But if they wanted any complex content they couldn't lean on that, all the missions would have to be short. So they put in a respawn system (the tree) that doesn't require writing anything to a file. It lets them allow for death without save/load. It's still limits mission length but it extended it at least. Furthering their workaround.Furthering it instead of fixing the core issue - that they needed a save system.Exactly what I was thinking!
But still: if they are veterans how come they decided that this is the best option? It changed the whole game design and they could have anticipated the negative reactions of the users. They have damaged their own reputation with this decision.Best option for what?It may well have been the best option for the company. You can't fall victim to sunk cost fallacy after all. If the game was in this state now how long would it take to make a true Ultima Underworld style game from this base?
How much would it cost?They probably decided to pull the trigger, eat it, and focus on the big nugget (Shock). And I mean the higher ups, not the devs. I'd be surprised if any of the devs didn't want to release an awesome game. Yeah - it's kind of like if someone made a game, calling it 'Groundhog Day: The game'Then they implemented a simulated world, with events that trigger at specific times, NPCs that react in ways according to what you did, and then at the end of the day.The game ends.You go and complain about it on the discussion board, and are told 'Oh, you should just reload your game or start a new game if you want to try something different.' The appropriate response would be: You're missing the entire point of this kind of world simulation.It just happens to be the reverse in this case - they didn't bother to actually implement an Ultima Underworld world state simulation with saved games like it has always had.
But created this bizarre level reset logic, and called it saved games for some reason.The appropriate response is what most folks here are having. Originally posted by:How is it unplayable just cause you can't save anywhere? What you CAN do is replant the sapling anytime you see dirt, so you don't have to walk the entire level at every death.Still, even I can advocate for the option to have save on exit, which will reload that specific save when you next load the game.You do realize that sapling is a programmers workaround right? Instead of saving anything it teleports your character to a location and sets their stats to certain values.I get that most people won't view these systems with a programmers lens, but that sapling is the thing that reveals the programming issues in the game.
Because they didn't actually write a save system. They wrote a character exporter only.It's not totally non-functional. But it's not good or defensible. Originally posted by:They didn't come up with it. They ran into Unity limitations and designed their game around those limitations instead of finding a plug-in or experienced Unity dev to make a proper save system.Once they realized they couldn't easily write a save system they shifted away from the full dungeon crawler into mission based delves. Instancing and a central area they could restart you in.
Their save system is character exports. But if they wanted any complex content they couldn't lean on that, all the missions would have to be short. So they put in a respawn system (the tree) that doesn't require writing anything to a file.
It lets them allow for death without save/load. It's still limits mission length but it extended it at least. Furthering their workaround.Furthering it instead of fixing the core issue - that they needed a save system.This is yet another game that claims the Unity engine is the guilty party. If the Unity engine is so problematic, why are devs using it?
If the Unity engine is so buggy or glitchy, then maybe devs should avoid using it until the Unity engine is modified into a more workable engine. Alternatively, devs (in general) should compile and share a list of faults, glitches, idiosyncracies, and other headaches associated with the Unity engine and plan their games with workarounds. Why should players be the guinea pigs to suffer because of the faults and limits of the Unity engine?
Originally posted by:They didn't come up with it. They ran into Unity limitations and designed their game around those limitations instead of finding a plug-in or experienced Unity dev to make a proper save system.Once they realized they couldn't easily write a save system they shifted away from the full dungeon crawler into mission based delves. Instancing and a central area they could restart you in. Their save system is character exports. But if they wanted any complex content they couldn't lean on that, all the missions would have to be short.
So they put in a respawn system (the tree) that doesn't require writing anything to a file. It lets them allow for death without save/load. It's still limits mission length but it extended it at least.
Furthering their workaround.Furthering it instead of fixing the core issue - that they needed a save system.Cannot they shift to another engine? This is yet another game that claims the Unity engine is the guilty party.
If the Unity engine is so problematic, why are devs using it? If the Unity engine is so buggy or glitchy, then maybe devs should avoid using it until the Unity engine is modified into a more workable engine. Alternatively, devs (in general) should compile and share a list of faults, glitches, idiosyncracies, and other headaches associated with the Unity engine and plan their games with workarounds. Why should players be the guinea pigs to suffer because of the faults and limits of the Unity engine?
Originally posted by:They didn't come up with it. They ran into Unity limitations and designed their game around those limitations instead of finding a plug-in or experienced Unity dev to make a proper save system.Once they realized they couldn't easily write a save system they shifted away from the full dungeon crawler into mission based delves. Instancing and a central area they could restart you in. Their save system is character exports. But if they wanted any complex content they couldn't lean on that, all the missions would have to be short. So they put in a respawn system (the tree) that doesn't require writing anything to a file.
It lets them allow for death without save/load. It's still limits mission length but it extended it at least. Furthering their workaround.Furthering it instead of fixing the core issue - that they needed a save system.Cannot they shift to another engine?Oh I'm not saying it's an excuse. I'm saying they could've done it but it wasn't easy enough for them so they just redesigned the game around Unity. Instead of shifting to a better engine for their purposes, figuring it out, etc.I'm explaining the thing I don't like, not saying it's ok.