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Article #698067

Re: What Have You Been Playing... IN JUNE 2017?

#698067
From: Spalls Hurgenson
Date: Mon, 10 Jul 2017 13:14
21 lines
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On Sun, 9 Jul 2017 20:52:15 +0000 (UTC), rri...@csclub.uwaterloo.ca
(Ross Ridge) wrote:

>Ultima Underworld still had the grid-based maps of the earlier
>Wizardry-style dungeon crawlers though.  That made generating good
>maps from the raw data easier.  Later 3D games weren't constrained to a
>grid, everything is just polygons.  Even something like distinguishing
>whether some polygon is a floor or a wall or not significant at all
>becomes tricky. 

Ultima Underworld was a free-roaming 3D game, and not at all
grid-based -  at least, not anymore than were games like Doom or
Wolfenstein 3D. There was still an underlying grid to which the walls
snapped but the engine did not require 90-degree corners and the level
design felt very natural. You could go over and under parts of the
level geometry. IIRC, it wasn't "true 3D" in that it still used a
ray-casting engine with some 3D trickery (which became obvious when
you looked up or down and the perspective and textures warped weirdly)
but it was pretty advanced for a computer game of its time and far
more complex than the grid-hopping CRPGs that preceded it, like Pool
of Radiance or even Eye of the Beholder.
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From: Spalls Hurgenson <spallsh...@gmail.com>
Newsgroups: comp.sys.ibm.pc.games.action
Subject: Re: What Have You Been Playing... IN JUNE 2017?
Date: Mon, 10 Jul 2017 09:14:46 -0400
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