Thanks Bt. I know that many smaller developed role playing games get
announced constantly for the PC and never come out. Now I know why. If
you search the net you can find all sorts of RPG development tools that
simplify the process greatly but most games created with these tools neve=
r
get finished either. I also have no idea if such a thing could be ported
to the Turbo Duo easily.
I think you are a victim of the poor economy right now, perhaps? I know
that's why I'm waiting to purchase my copy. I really love Asteroid style
games and so I definetely want to get MBDX in the near future. Also, my
Duo is broke :(. I think it just needs an AC Adapter but the cost of an
adapter for it at Radioshack is nearly $40. I don't think TZD has any
regular adapters left for Duos, do they? ::sigh::
Someone is working on a translation of YS IV The Dawn of Ys. I really
want to get my Duo back up and running before he releases the patch. I
beat the game without understanding a single word of it a few years ago
and can't wait to play through it again in English! The guy whose doing
the translation completed a translation of YS Eternal for the PC and it
was very well done. Check out his website at:
http://rigg.servegame.com/translations/yseternal/indez.html
> @> Meteor Blaster DX sounds very cool. Now, I just wish that someone
> would
> @> try and do a new role playing game for the Turbo...or would that jus=
t
> take
> @> an unrealistic amount of work? I would definetely want to be involv=
ed
> in
> @> the creation of the storyline on a project like that...
> thanks -- I think I speak for everyone who worked on MB that
> we are all quite pleased wiuth the results. It is unfortunate
> that so few will actually get to see and play MB (sales have been
> pretty low at this point, about 25% of what Implode was). Which
> is probably why a real 30-40 hour RPG won't happen. The amount of
> effort would take years (including having a dedicated team of more
> than 1 coder and 1 graphics person). I do not have a good guess,
> but I would estimate that the amount of work (man hours) that went into
> just the coding of MB well exceeds 750 hours (for those of you who are
> too "PC" for your own good and offended tha I used "man hours" rather
> that "person hours" this is the same as "over 5250 dog hours").
>
> The amount of code needed for an RPG would easily double that. The amo=
unt
> of Graphics work would also easily double, or even triple the effort
> of MB, and then there is also an additional factor of "tile mapping"
> to create the worlds -- only 1% of MB needed this (for all the scrollin=
g
> cinemas). In an RPG this is a major factor in the world maps, the
> cities and the dungeons.
>
> Bottom line, is that the amount of effort would probably take 3+ years
> to produce (the time line from start to finish on MB was 10 months,
> including 3 waiting for the bloody CDs). And if you look at the
> decline of interest for Duo titles, maybe 100 persons would ultimately
> get to enjoy it.
>
> I must stress again, that MB was not created for MindRec to "make it
> big" -- I have no dillusions about that, but the cost of making the
> CDs is high (and got higher this time due to the method used), and
> at this point I have not yet broken even. Hopefully that will
> change in the next few weeks. But it does not look good (at this
> point) for future "grand scale" commercial releases. I am not
> predicting the end of PCE development, but chances are, unless things
> change, that all future releases will be via a downloadable ROM or ISO,
> and not a professional looking package.
>
> -bt
>
>
>