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Article #698067Re: What Have You Been Playing... IN JUNE 2017?
From: Spalls Hurgenson
Date: Mon, 10 Jul 2017 13:14
Date: Mon, 10 Jul 2017 13:14
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3111 bytes
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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