(Anglais) The main menu. Inspired by early "Ultima" titles
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(Anglais) Animations on the main menu helped give the user an idea of the gameplay.
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(Anglais) All block-maps and monster icons were loaded at the same time as the main menu. Palette manipulations meant the user didn't see anything.
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(Anglais) First page of the introduction. Our hero, a game programmer, gets fired...
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(Anglais) ...then loses his house and his pet. Really not a good day.
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(Anglais) These images were going to be used in the rest of the introduction.
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(Anglais) Other screens that belonged to the introduction.
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(Anglais) Final set of screens.
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(Anglais) Since I was designing a set of tools to help me make the game, part of the plan involved releasing these tools to promote third-party development of scenarios for the game.
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(Anglais) Here, a screenshot of the map designer.
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(Anglais) Here's a concept art for the title screen (before the main menu).
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(Anglais) In-game artwork
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(Anglais) Concept art.
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(Anglais) The Blue Dragon's lair
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(Anglais) The Blue Dragon attack!
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