Atarimania

Atari ST

Lands of Fantasy [Falcon030]

Lands of Fantasy [Falcon030] — screenshot 11 / 2
Genre
Adventure - RPG (3-D)
Year
Language
[unknown]
Publisher
[no publisher]
Controls
Mouse
Distributor
-
Players
-
Developer
Nature
Resolution
VGA / RGB
Licensed from
-
Programmer(s)
Gildå, Henrik
Country
Sweden
Graphic Artist(s)
[unknown]
Software
English
Game design
Gildå, Henrik
Box/Instructions
English
Musician(s)
[n/a]
License
PD / Freeware / Shareware
Sound FX
[n/a]
Serial
Cover Artist(s)
ST Type
Falcon030
MIDI
Version
[preview]
Dump
Download
Number of Disks
HD Installable
Dump format
Zip-packed folder
Protection

ADDITIONAL COMMENTS

This game was never finished

INSTRUCTIONS

			Lands of Fantasy

	Lands of Fantasy is a four-player roleplaying game, set in a 
fantasy world. You and your friends get to choose from ten different 
characters, and are to guide your chosen character through many 
dangerous missions. The adventures will include both action and 
puzzles, and very little is distinguishing them from real roleplaying 
like Dungeons and Dragons. There is a wide array of weapons, armour 
and other items in the game, and also 37 different magic spells. The 
monsters in the game include orcs, goblins, skeletons, trolls, dragons 
and many more. Your character is evolving through the missions, 
getting more skillful and tougher, but the missions are also getting 
harder, so good planning and tactics are always recommended.
	The game is viewed in some sort of fake 3D, with all lines 
having the same rotation. Objects are texture mapped and lightsourced 
to produce a good feeling of medieval times. Though the game is played 
in turns, ie not in realtime, there are animations like torches 
and candles to give the rooms some more feeling.
	The DSP is used for the texturemapping and lightsourcing, and 
therefore it would be senseless to convert this to the ST, since the 
rendering of rooms would be painfully slow. It is already slow as it 
is, but there is not much to do about it. Though the DSP-source is not 
yet optimized in any great extent, the speed increase is expected to 
be about 20% to 30%. To eliminate unnecessary rendering of rooms, the 
rooms are saved to disk after rendering. This requires a lot of 
diskspace, but it would certainly be appreciated compared to having to 
sit and wait for the game to render each room every time you enter the 
same one again.
	As it is now not very much visual work has been put in the 
game; there are no characters to move around and no monsters, 'just' the 
texture mapping, lightsourcing and animation.

				/ Henrik Gildå, Hencox of Nature

	E-mail:	hencox@hotmail.com
	
	Snail-mail:
		Henrik Gildå (or Torbjörn Gildå)
		Prinsgatan 3c
		541 31 Skävde
		SWEDEN