The Ultima Game Developer Series
Creating a game is a big task, and can be overwhelming for a single developer or small team. In this ongoing series of posts, I’d like to introduce different concepts, and explore how they...
Just another The Ultima Codex Network site
Creating a game is a big task, and can be overwhelming for a single developer or small team. In this ongoing series of posts, I’d like to introduce different concepts, and explore how they...
The Ultima series assumes that you are a good character; after all, you are the one to complete the Quest of the Avatar and become the epitome of virtue. Some games in the series...
Crafting in role-playing games tends to go one of three ways. Too often it is all performed “off-screen” by NPCs, which then sell the results to the player. Some, like in the Ultima series,...
Ultima is a game of sword and sorcery. Unlike other role-playing games, however, Ultima has established a living magic system. New spells can easily be added, as long as their context can be converted...
In many RPGs, skills play a much larger part than they do traditionally in Ultima games. For the most part, Ultima is concerned only with levels (for spellcasting and hit point accumulation) and partially...
The night sky has important meaning within the Ultima series. Not only does the world feature two moons, Trammel and Felucca, but these moons are linked to the moongates. Moongate travel is a vital...
The early days of Ultima features a dual-scale map: when you explored a town or castle, or when you got into combat, the game “zoomed in” to a closer view of your surroundings. While...
When the Ultima series was being developed, each game studio had to generate the game engine for their titles separately. In some cases, these engines were used for multiple games by the same studios,...
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