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Discussion in 'iOS Apps' started by aendaman, Dec 23, 2008.
Yeah, it´s about time!
Oh my god, could this actually happen? Would somebody have to buy the rights or something?
The Eye of the Beholder series is one of my favourites. I love them all, even the third one. I would pay quite a lot of money to have those games on my iPhone!
If you guys are desperate for a game like this, there is one called Undercroft which is very similar. It's actually better in some ways, not quite as good in some ways. Overall, similar and comparable to EOB! I really love it.
I would still like EOB though.
Eye of the Beholder 2 -- YES that would be awesome!
As main author of http://eob.wikispaces.org and nowadays an iPhone app developer I can happily announce that development of Eye of the Beholder I for the iPhone have started.
Excellent! Keep us updated as you progress. Love Undercroft and other 'old school' RPG's that bring me back to playing RPG games in the 80's on my Apple ][+!
Did you buy the rights or just planning on using it?
I've digged quite much into the content rights and spoke with the original graphician about it. It's quite complicated and I think the only license that can cause any copyright infringements would be the AD&D license. So, to work around that I will not reverse engineer those parts of the role playing engine. Instead the ruleset will be similar but not an exact replica and I will not post that it's a "Advanced dungeons and dragons game".
The developing studio had been bought up in 4 steps and the current owner is nowadays EA-games. The publisher was also bought up in 4 steps and actually closed. Nowadays owned by Ubisoft. The AD&D license has also been bought up in several steps and is currently owned by Hasbro. So it's a mess...
You can do it via the iDOS emulator but I don't know how fast it runs. I tried betrayal at krondor though and it runs well.
It would run well. I honestly thought iDos was pulled and I can't beleive it can/is accepted on AppStore really since emulation is not allowed.
But anyway, a packaged game would be neater with proper touch GUI adaptions.
It was pulled ... wish I had gotten it before it left ...
FYI, what this means is that EA, Ubisoft and Hasbro could claim rights over the work and come after you if it is successful. All images, sounds, and even story is part of their license. Some companies are VERY protective of their IP and, unfortunately have to be if they want to maintain the rights over it.
I'm not saying don't do it, I'd love it if you did. I'm just saying, be careful.
Great news! My advice:
1. Develop EOB game
2. Don't get served by EA/Ubi/Hasbro
3. Get approved by Apple
Background walls, decorations and doors now working. Collision detection also works + initial commands in the script byte code parser also works.
Holy ****, that would be awesome.
Also - it must mean that there's a bunch of old bar stewards on this forum for you all to remember EoB. Myself included.
I just started taking Iphone Development course and for my final project I'm thinking about creating a 2D first person RPG similar to Eye of Beholder style.
I did a lot of research and posted on various forums in search of tutorials or examples to look at but not a lot of info on this subject. I will be greatly appreciated if anyone can answer some of my questions on this subject so I don't feel so lost because I never programmed a game before ><
1. Should I consider using Cocos2d (Cocos2d has this type of engine prebuild?) or build the view engine from scratch with a 5x5 2D array fixed construct of the 1st person view?
2. Use a fixed size image of wall and rescale or tilt to produce different perspective view of a wall? Or use a 32x32 2D tiles set to multiply into a wall? Which is better for processing and use less memory?
Any help on a tutorial on the principle of generating such a view under Iphone SDK environment is greatly appreciated.
Havn't used Cocos2d at all. For EotB I'm rendering in the same way as the original since I'm using the original data sets. In those data sets all walls and graphics are already prescaled into the different zoom steps etc.
When creating a new game you might want to use a more modern approach, such as using 2d textures and simply create the 3d-view using OpenGl or something similar.
Regarding both performance and memory you won't have any problems on an iPhone when creating a game like this. So choose the solution that you find most interesting or easiest to work with...
Lot's of stuff has been implemented now and I'm getting satisfied with the GUI now, i.e. button sizes, transitions, how to handle the pointer item etc.
Also most script functions are done which means that the pussles on at least level 1 now fully works. The item handling is nearly done, some small issues left, but throwing, dropping, using etc all works fine now.
Level manipulation, such at pulling levers, opening doors etc also works. There are small issues with door handling but shuold be easy to fix.
Next stop is monsters with AI I think.. Or maybe implementing the fighting and spell casting system... Dunno yet.
Anyway, it's slowly getting forward and the feeling of it on the iPhone is just great (IMHO).
Fine, fine work, sir!
So cooooooooooooooool! Thanks you!!!
Keep us posted! I occasionally search the app store for anything Eye of the Beholder related and only today thought to poke around on the web. If you finish the development, you should offer to license it to the rights holders or sell the work to them. Good luck!
while your at it, if you dont mind how about a port of masters of magic. hehe but thats awesome what your doing i hope you get approved and set up. i will buy the game
Development continiues without pausing. The dungen render code has been fully reverse engineered now and is 100% implemented. I even found a couple of bugs in the original game which I fixed. F.e. pressure plates on lvl12 are incorrectly flipped.
I'm currently working on the monster AI, stay tuned.
Regarding content rights; I've been in contact with the original authors and have a general idea how to proceed. I don't think it should be any problems since it's not a port, but more like a redux or homage/tribute to. Much graphical elements have been redone and the GUI f.e. is completly new and made with touch interface in mind.
I will not implement the AD&D ruleset either, but will use similar mechanics to get the correct felling of the game.