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Wizardry The Wizardry Series Thread

KeighnMcDeath

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Nov 23, 2016
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This on the newer BTT for PC? I should have said the old DOS version.

On c64 we had a guy who was hit with such a witherstrike or curse his stats stayed at 1 for the rest of BT1 and 2. I think it was during the Mangar fight. I don’t recall if it fixed in BT3 by leveling.
 

octavius

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Old version.
Apparently there's no editor for BT2, but I transferred some lvl 23 characters to BT3 and their stats stayed at 18. I think the Old status could only be fixed at the Temple.
 
Last edited:

KeighnMcDeath

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Well, on the c64 something must’ve screwed up bad because the temple couldn’t fix it. Not in 1-3. It just became permanent. And in 1-2 even leveling didn’t add stats. I could never reproduce the glitch.
 

Grauken

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aca3dd13752b080a.png


https://archive.org/details/WizardReplay

Wizard Replay is a frontend for exploring and playing classic RPG games on an 8-bit Apple ][. Some notable features:

  • 8 different scenarios, including Proving Grounds 3.0.
  • Menu-driven UI for launching all games
  • All games run directly from ProDOS (no swapping floppies!)
  • Integrated WizPlus for character editing
  • Integrated scenario backup and restore
 

Grauken

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Thanks, that worked. Guess I'll be playing some more Wizardry later this year.
Also works in AppleWin, you have to click on options (its the button with the joystick on it) then click on disk, then under HDD 1 chose Select Hard Disk image and then chose the HDV image, then click the run button, voila
 
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I picked up mm6 again to see where I was at and yo compared to wiz7.

I enjoyed mm6 to an extent however found the turn base mode and constant kitting tiring after a few hours this weekend.

I loaded up my older save for wiz7 to figure what I was doing on Sunday. I ended putting in about 8 hours straight just having a much better time.

Mapping is easier since it's grid, combat while encounter happens a lot, was better and faster once you had the controls down.

Wiz7 quests are difficult to figure out as even determine what is a quest is a guess, while mm6 has a quest log.

Anyways my current focus will be wiz7. It's a bigger, more focused game and it feels incredible to explore / figure out.
 

Butter

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Wizardry 7 feels like an artifact from a different universe where they make video games differently. We should've had a dozen Wiz7 clones throughout the 90s; instead the closest we got was some Grimoire pre-alpha screenshots and Wizards and Warriors 8 years later. It seems to me that publishers and developers alike got caught up in the excitement of 3D and didn't stop to really appreciate what a work of genius Wizardry 7 is, from its world and open-ended structure to its story and oppressive atmosphere, to its exquisite character systems and combat. I could complain about some classes being worse than others, or the overabundance of combat, but 31 years on we still haven't seen a CRPG that surpasses Wizardry 7. I can go back to it again and again and it's just as captivating as ever. Even fantastic games like Wizardry 6 or Might and Magic 6 don't hold a candle to it.
 

negator2vc

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Since making a game like Wizardry 7 could have a quite high art requirements for what is practically "walls" (especially if thoses are highly detailed like in Wiz7) I was wondering what gamers think about using instead a visual perspective of Phantasie series for map movements and keep the first person view for special locations and combat screen only (using wiz7 combat mechanics).
Is this something that someone who love wiz7 will try or the change of perspective for movement from first person to topdown will kill any interest of such a game?

I am tempted to use as a test a fan remake of wiz7 using this style. Depending on time (and later possible help of other fans) this could be either the first couple of areas ("tutorial" dungeon & initial forest & first city) or could even be a fan remake of the whole game.
 

Vic

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Is this something that someone who love wiz7 will try or the change of perspective for movement from first person to topdown will kill any interest of such a game?
personally no, first person is a must for blobbers for me as it puts you directly in the dungeon. what you're describing is how JRPGs do it.
 

negator2vc

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Is this something that someone who love wiz7 will try or the change of perspective for movement from first person to topdown will kill any interest of such a game?
personally no, first person is a must for blobbers for me as it puts you directly in the dungeon. what you're describing is how JRPGs do it.
JRPG have way more changes that the view, for example have different combat mechanics (except those wizardy clones), are way more linear, etc...
In any case I completely understand your feeling about putting the player directly in the dungeon.
 

Butter

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Since making a game like Wizardry 7 could have a quite high art requirements for what is practically "walls" (especially if thoses are highly detailed like in Wiz7) I was wondering what gamers think about using instead a visual perspective of Phantasie series for map movements and keep the first person view for special locations and combat screen only (using wiz7 combat mechanics).
Is this something that someone who love wiz7 will try or the change of perspective for movement from first person to topdown will kill any interest of such a game?

I am tempted to use as a test a fan remake of wiz7 using this style. Depending on time (and later possible help of other fans) this could be either the first couple of areas ("tutorial" dungeon & initial forest & first city) or could even be a fan remake of the whole game.
It's not a deal breaker for me, although I'd prefer a consistent first-person perspective. Lords of Xulima and Wasteland both use a top-down perspective outside of combat and then switch to a first-person perspective in combat, and it works. I'm not sure you couldn't get AI to generate wall textures though.
 

negator2vc

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It's not a deal breaker for me, although I'd prefer a consistent first-person perspective. Lords of Xulima and Wasteland both use a top-down perspective outside of combat and then switch to a first-person perspective in combat, and it works. I'm not sure you couldn't get AI to generate wall textures though.
With the visual quality of Wizardry 7 walls? I haven't seen yet AI art that come even close to the art style & "feeling" used in old good looking FP rpg. In fact the only art lately that come even close to the quality of those old FP rpgs' art is the art of the Mystic Land game that's under development. But even that game will need to heavily reuse wall art if they want to release it in a reasonable timeframe.
 

Grauken

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Is this something that someone who love wiz7 will try or the change of perspective for movement from first person to topdown will kill any interest of such a game?
Not a big fan of that approach, there are games that do it but I don't know any that are great. That said, early Ultima was the reverse, with top-down view most of the time and blobber view in dungeon, but then Ultima isn't exactly known for great dungeons (though they are adequate).
 

negator2vc

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Is this something that someone who love wiz7 will try or the change of perspective for movement from first person to topdown will kill any interest of such a game?
Not a big fan of that approach, there are games that do it but I don't know any that are great. That said, early Ultima was the reverse, with top-down view most of the time and blobber view in dungeon, but then Ultima isn't exactly known for great dungeons (though they are adequate).
Can you post any modern examples that use similar mechanics to the one used in Wizardry 7 (or any wizardry game for that matter)?
Any topdown I could remember use a JRPG combat style with separate character rounds or some other (sometime weird) combat system.
In fact with the only topdown games that use similar combat mechanics to wizardry 7 (or wizardry games in general) are old games like phantasie series & wasteland.
I think even the Lords of Xulima (that was posted before as example) use character rounds for combat.
 

Grauken

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Can you post any modern examples that use similar mechanics to the one used in Wizardry 7 (or any wizardry game for that matter)?
You mean phase-based combat? Too many to count

Demon Gaze series
Elminage series
Etrian Odyssey series
Grimoire
Infinite Adventures
Jettatura
Labyrinth of Refrain & Labyrinth of Galleria
Labyrinth of Zangetsu
Mary Skelter series
Saviors of Sapphire Wings
Stranger of Sword
Undead Darlings
Undernauts: Labyrinth of Yomi
 

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