Playing through Mandate of Heaven first time since I was a kid. A lot I didn't remember at all. Man, it's got some p. cool dungeons here and there.
Just go to a new region, by walking or taking a coach or boat. It's not like you need to stick to some timed story or anything. Where you can make it is where you're meant to be.I can't remember how to progress.
Here a guy that is doing a LP of World of Xeen with Jeff Ludwigs Monster mod:
https://www.youtube.com/playlist?list=PLZBORylr4exTi_x_xLSRVF-NxdssI9jy5
the mod:
http://www.jeffludwig.com/xeen/download.php
Funny you should say that, I restarted MM1 while testing and I'm mapping it with Grid Cartographer, which can export maps in XML format.keep on coding, bro!
also while you are at it make some graphics updater aswell.
I think the best option in order to have the exact same maps would be to find out how they are stored in the files of the game. Also, a remake could just use those same files as well. Maps are quite complex to the point that depending in which direction you are facing, you'll get different encounters in some places. Also, some of the encounters are leveled and give you encounters that are above your own level. Again, it's quite complex and just mapping it won't give you all the real data needed to do a faithful remake.Funny you should say that, I restarted MM1 while testing and I'm mapping it with Grid Cartographer, which can export maps in XML format.keep on coding, bro!
also while you are at it make some graphics updater aswell.
The point of all this is that by the time I finish the game, I'll have both the character/save system and all the maps ready in a more object oriented-friendly format, with an ultimate goal of making a modernized remake. Unfortunately, I'm very busy with work, so this is only a pipe dream that will probably take up a couple of years. The difficult part is that I don't know the inner workings of the combat, encounters and random number generator.
Another problem is that I'm really bad at drawing/graphics and the only game development experience I have is a couple of old puzzle/boardgame projects where everything happens on a single screen (such as chess and tic-tac-toe).
Funny you should say that, I restarted MM1 while testing and I'm mapping it with Grid Cartographer, which can export maps in XML format.keep on coding, bro!
also while you are at it make some graphics updater aswell.
The point of all this is that by the time I finish the game, I'll have both the character/save system and all the maps ready in a more object oriented-friendly format, with an ultimate goal of making a modernized remake. Unfortunately, I'm very busy with work, so this is only a pipe dream that will probably take up a couple of years. The difficult part is that I don't know the inner workings of the combat, encounters and random number generator.
Another problem is that I'm really bad at drawing/graphics and the only game development experience I have is a couple of old puzzle/boardgame projects where everything happens on a single screen (such as chess and tic-tac-toe).
Hey everyone. I represent Might and Magic 8,5: Echo of Destruction and Heroes of Might and Magic III: The Succession Wars Mod project teams here. I recently registered and noticed that I'm not allowed to post freely for a week, which is a pity.
Still, I hope to draw your interest with the most fresh news of the MM8,5 project which is sometimes discussed here. If I'll be lucky enough, the project might get a subforum here which will make the work easier.
I hope to hear back from you soon!
Cheers
If I'll be lucky enough, the project might get a subforum here which will make the work easier.
I cannot fathom experiencing the glory of MM2 on anything other than PC.
I cannot fathom experiencing the glory of MM2 on anything other than PC. Are the console versions the ones with the battle screens for combat encounters? For me, that would lose a lot of the charm of the first person perspective and monster lists with the designated monster picture (ususally the most powerful one in the group) featured in the view port.