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The year of peak might and magic

filfre.net

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Re: The year of peak might and magic

#61

As a side (but arguably related) topic: Is there any webpage or book or any media that analyzes the technical aspects of a game? Take HOMM3 as an example -- what are the most difficult technical problems and how did the developers solve them? What are the algorithms that run aspects of the game (e.g. how is path-finding implemented? How is AI implemented?)? What is the architecture of the engine? Does it have a scrip…

Check out "Game Programming Patterns" by Robert Nystrom and the GDC Vault for technical deep-dives. For HOMM specifically, the VCMI project (open-source HOMM3 engine) has source code that reveals implementation details like their A* pathfinding and combat AI systems.

Thanks. I recalled a series of books called "Game Programming Gems", guess those are good too.

BTW absolutely love VCMI although I never managed to run it without error :/

Re: The year of peak might and magic

#62
post #19

As a side (but arguably related) topic: Is there any webpage or book or any media that analyzes the technical aspects of a game? Take HOMM3 as an example -- what are the most difficult technical problems and how did the developers solve them? What are the algorithms that run aspects of the game (e.g. how is path-finding implemented? How is AI implemented?)? What is the architecture of the engine? Does it have a scrip…

I don't think anything in the Might and Magic series was ever a serious technological advancement on par with id software's early work. They're some of the greatest games ever made, but it's the design, not the code. Come to think of it, same thing goes for most games that make the greatest game lists.

That being said there are a couple technological marvels out there (maybe just not on greatest game lists). Teardown, for instance, has an unfathomable number of voxels that make everything in the world simulated.

Re: The year of peak might and magic

#65

Earlier quoted context omitted.

> the best soundtrack. Really hard to say, homm3 soundtrack was a true masterpiece.

I don't know. HoMM2 has some incredible tracks too. And that's despite taking some risks with opera music.

And I fully agree with that! I still listen to HOMM2,3,4 for mood altering. Oh and AOE1,2 and SC1,2

Re: The year of peak might and magic

#66
post #19

As a side (but arguably related) topic: Is there any webpage or book or any media that analyzes the technical aspects of a game? Take HOMM3 as an example -- what are the most difficult technical problems and how did the developers solve them? What are the algorithms that run aspects of the game (e.g. how is path-finding implemented? How is AI implemented?)? What is the architecture of the engine? Does it have a scrip…

I don't think anything in the Might and Magic series was ever a serious technological advancement on par with id software's early work. They're some of the greatest games ever made, but it's the design, not the code. Come to think of it, same thing goes for most games that make the greatest game lists.

I don't disagree, but usually there are some interesting technical problems, e.g. for Starcraft: https://www.codeofhonor.com/blog/tough-times-on-the-road-to-...

Re: The year of peak might and magic

#67
post #42

Earlier quoted context omitted.

Yuri's Revenge never gets old - it's just the right balance of RTS with a bit more of an arcadey feel. Sadly I missed the original Starcraft train (finished Starcraft II), but one of these days I'm going to sit down and work my way through it.

The story still holds up really well. Plus if you can't deal with the classic graphics there is StarCraft remastered.

Back then I was crazy about the story of Starcraft and I thought that was the best of the RTS games. I used to dip into the level editor too but it was kinda limited, missing some of the scripts Blizzard used in the expansion.

By pure coincidence, both Starcraft 2's writers and /me believed that Kerrigan should be brought back to her human form in Starcraft 2 :)

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