Of course you could hide the map during combat, menu navigation, in town - anywhere where it's not necessary.
Build to accommodate different resolutions there's no reason a tablet user should be stuck with a map that's sized for a phone. Pinch-to-zoom would be a good idea, or just a toggle to zoom the map in or out. The biggest immediate hurdle I can think of is fat fingers: Etrian Odyssey is designed for a stylus drawing with a finger would mean the grid squares would have to be larger. Using half a phone screen wouldn't be so different from EO using the DS/3DS touchscreen. Via Jeremy Parish - him again! - at USgamer Copy Etrian Odyssey's mechanic of using the touchscreen to map the dungeon as you go, the way we had to use graph paper in the old days. Use touchscreen devices as the primary platform. What I'd like to see? Remake the original game. It simply didn't handle as smoothly with a mouse as the Mac version. Llylgamyn Saga is not quite what I'm talking about I tried it a few years back and my impression was that it was a Windows port of a console game and its interface felt like it. The closest thing I've ever seen is a Japanese remake of the first three games called Wizardry: Llylgamyn Saga that was released for Windows (as well as PlayStation and Saturn) in 1998. I've also often wondered why nobody's ever remade the original Wizardry for modern computers, taking the Mac version as a base and adding quality-of-life improvements. So why not sell the Mac versions of the earlier games and bundle them with Mini vMac? I guess I'm not sure what the legality is of distributing old versions of the MacOS they might need a license from Apple in addition to getting one from whatever company owns Wizardry these days. The first five Wizardry games aren't currently sold for modern systems, but GOG and Steam both sell Wizardry 6 bundled with DOSbox. It's not perfect - look how small the maze window is, even at its larger size and why does the Castle window need to be visible when you're in the maze? - but the game is well-suited for a point-and-click, drag-and-drop interface. Via another Japanese-language blog, Īt any rate, I've gone back and tried some of the other versions of Wizardry, but I still think the Mac version is the best, with its GUI and its more detailed graphics.Of course, if you want to get fancy, you can try emulating a later version of MacOS with a higher resolution, and then you'll have plenty of room. You can get more detailed maze graphics by maximizing the window, but at 512x342 that comes at the cost of having to move other windows on top of each other to fit: I took this screenshot myself. If you pull up the original Wizardry on, or if you go looking for screenshots, here's the kind of thing you can expect to see: Via Hardcore Gaming 101, which has a great comparison of the various editions of the game. I've been listening to Jeremy Parish's interview with Robert Woodhead, the co-creator of Wizardry. Categories: Games, Stream of Consciousness, Tech