dtgreene: (...) The manual, quick reference card, and map can all be found in the game directory.
Have you tried Nox Archaist? It's another "modern" WRPG made for an ancient computer, in that case the Apple 2.
foxgog: Hello dtgreene!
Thank you for the confirmation. Nonetheless, I already downloaded the PDF-files which the developer 'adamantyr' posted directly above your comment.
I have not tried "Nox Archaist" (and its expansion), yet. I do like "Ultima V" a lot. However, I never played the original (or Apple II) version, but rather the little bit enhanced DOS version!
I do not like the strong usage of white in "Nox Archaist". Together with the flashing, color bleeding, and difficult to read text font it gives me headaches from just watching...
A version with a tile set more reminiscent of Ultima V's DOS version (also the one available here at GOG.COM within the second trilogy package) would be more pleasing to me.
Furthermore, the large amount of individual keyboard keys and the dependency on a numpad (not available on my Notebook) lead to me not replaying "Ultima V" more recently.
From what I gathered, there are a couple of other aspects of "Nox Archaist" that could be reasons for annoyance for me:
The kind of level scaling with respect to the experience gain of enemies. (The more you fight and defeat the same kind of enemies, you gain less and less experience points for them.)
The input delay--or delay between key/command inputs and their execution (However, it seems, that acceleration of the emulator might reduce or could even solve this issue.)
And the story did not grab me enough in the beginning. It felt too... I do not know, maybe 'generic'. (Although, I only watched gameplay videos up to the first castle and Orc encounters in the mountains north of it.)
Thanks again for the confirmation regarding the included documentation of "Realms of Antiquity"!
Kind regards,
foxgog
Interesting that you mention this, because I'm actually going to make an old-style RPG of my own. It's going to be made for modern systems, using modern tools, which is going to have some impact (for example, it's much easier to, say, divide by 3 on a modern system). It's going to be more JRPG-ish, but will still have a not-so-linear overworld. Combat will not be tactical; Wizardry is probably a better comparison here.
So, you don't like "strong usage of white". What would help mitigate that? Some color filter? Or perhaps make different tiles different colors? (I'm planning on just using ASCII as the tileset, though I could make minor changes if needed.) (I'm going to try to avoid the issues you mention, and if I do decide to include flashing, there will be an option to disable it.)
I'm planning on using console-style controls, so very few keys get used, and the game would be easily playable with a controller. This is definitely different from Ultima 5's full keyboard use, or Realms of Antiquity's in-between approach. Of course, I'm planning on implementing key remapping. (incidentally, one holdup I had is that the rust libraries egui/eframe didn't provide any mechanism that would allow key remapping, but now that it does, I should be able to finally start work on the game.)
As for your comment on XP scaling, my solution is to throw out XP entirely, and use a different system (or, rather, different systems, depending on the type of character) for stat growth.
(I do have a name for this game, but I'm not yet ready to post it on a public forum At the very least, I'd like there to be some game that's at least somewhat playable. This also means not to expect a release for a while, if at all.)
Anyway, going back to your comments, there's unfortunately a small amount of delay in movement in Realms of Antiquity; I would chalk this up to hardware limitations.