The game was extraordinarily successful, and won numerous best RPG of 1993 awards, and was inducted into the Computer Gaming World Hall of Fame. Feist and Midkemia Press, the plot, dialogue, and game design were all created by our team at Dynamix, lead by John Cutter and myself. While based on the books and universe of New York Times Bestselling author Raymond E. As a bonus, fans of the original game get to see what a sequel to BAK might have looked like by fusing elements of the original together with more modern technology.īetrayal at Krondor was a role-playing game developed at Dynamix and released by Sierra Online in 1993. Using the newly released Amazon Lumberyard Game Engine, I intend to build as much of the original engine as I can with as little outside help as possible, not only as a test of the general usability of this very cool new tool, but also as a self-guided, intensive exercise to refresh some of my level design and scripting skills. :)īetrayal at Krondor: Remastered (or BAK:REM for short) is an attempt to resurrect the core systems – as well as the general look and feel – of the hit, award-winning role-playing game Betrayal at Krondor. I’m one man, and the original took fourteen or so of the core members over two and a half years to build, so…forgive me if this takes some time. Since I’ll be releasing the first video sneak peek at Betrayal at Krondor: Remastered this week, thought I’d share a quick summary about what the project is (and is NOT), and manage some of the expectations that people have about what I’m working on (It’s a DEMO, nothing more.) Really appreciate all the love and support from all the fans of the original who have been filling up my Facebook page with questions and commentary so far, and I hope to keep the good stuff coming.
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