![]() Everything that goes into this series is already set down in a large folder of information that I keep close by so that I can add titbits of information and ideas when they come to mind. We begin with possibly the most grounded of the planned series: Lord of Midchester which serves as an introduction to the nuances of the World: the social structures, balance of power, intricacies and unusual goings-on that differentiate this world from our own. The plan is to release various projects over the coming months/years that explore different time periods and locations within the world, allowing players to piece together the rather enigmatic history of Taharen. We begin with 'Lord of Midchester', in which we rebuild the seat of the mediator between Victorium and Southmarch, two city-states whose conflict has been raging for centuries. Now, I'm embarking on my greatest project ever - my magnum opus that is the World of Taharen. I sold off my portfolio, started other businesses, got into stocks and shares, did some travelling, all that jazz. ![]() There are people still trying to find the best strategy to defeat Doomdark.Hey everybody! So I'm actually a fairly experienced games designer and publisher, who took a step back from those duties to focus on other aspects of my life, mainly my burgeoning family. There is a very high level of non-linearity, making it possible to play the game several times, constantly encountering different challenges. The title also offers elements of wargames you have to recruit other lords and their soldiers to defeat the evil Doomdark. Lords of Midnight was also a great combination of exploration, adventure, and strategy. The players and the critics appreciated this solution, and the game became a huge success.īut the engine was not the only reason. ![]() Quite impressive, considering that we are talking about 8-bit computers in 1984. The game was able to show up to 32000 different views. Despite not being a real 3D engine, the illusion was very realistic. The player could move in 8 different directions, with the scene changing accordingly. Mike Singleton created a revolutionary engine called "landscaping" for this game, used to render a 3D world from a first-person perspective. In the following years, the Commodore 64 and Amstrad CPC versions were also released. The Lords of Midnight is a mix of strategy and adventure games created in 1984 by Mike Singleton for the ZX Spectrum. ![]()
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