Archive for May, 2011


Lost Legends has very low system requirements and supports a huge number of CPUs and graphics cards.

We support every single popular graphics card today:

  •  All Nvidia GeForce cards
  •  ATI: All Radeon
  •  Intel: All GMA 900 series, GMA HD series and later

Which already is about a bazillion cards.

Assuming you can find a driver, we also support most graphics cards with as little as 8 MB of memory going all the way back to 1998, including:

  • All Nvidia TNT
  • All ATI Rage 128 Pro and later
  • All Intel 740 and later
  • 3D Labs Permedia 2, Permedia 3, Oxygen VX1, Permedia 4 and later
  • TI Permedia 2c and later
  • 3Dfx Voodoo 3 and later
  • Guillemot TNT2 and later
  • Matrox G400 and later
  • ST Microelectronics Kyro 1 and later
  • SIS 315 and later, Xabre and later
  • Trident CyberBladeXP
  • S3 all Savage and later

Some things are changing, though.

We’re upgrading DirectX versions, and we’re also adding support for Nvidia PhysX.  These will allow us to create cooler high-end features than we have before.

Now, these changes are going to eliminate support for Windows 98; but we don’t think that’s much of an issue any more.

More updates on changes soon

See you in the dungeon!

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Having looked back, we can look at what’s next.  We want to build on the successes and fix the problems.

The first part is to refocus on the gameplay that’s core to Lost Legends:

  • Random areas
  • Random quests
  • Lots of mobs
  • Lots of loot

Everything we do will come down to that.

There’s a few features which don’t support that list that will end up being removed.

The second part is to add key features that don’t exist today.

Multiplayer is the big feature that doesn’t exist today.

Also, while there is player and item progression, there needs to be a basic framework to have some story progression.

See you in the dungeon!

While a number of things went right, a number of things didn’t go very well or turned out to be poor decisions.

Project Scope

Probably like most people, we said, “Hey, great! Let’s make a game!”

And, like most people, we probably didn’t really understand the issue of project scope.   We spent a lot of time on features and functions that were really peripheral to the game, or we dumped in a lot of non-core features and functionality that didn’t really matter.

This also lead to complications with the level cap, and the number of items.  Ultimately, causing the gameplay to plateau.

Lack of Multiplayer out of the Gate

We didn’t have multiplayer out of the gate, and we made some attempts to add it in later to no great success.  This should’ve been there from the beginning.

No Standalone Installer

What needed to be installed was automatically taken care of when Lost Legends ran the first time.  However, this caused problems when people needed to uninstall or move the installation.  And, it caused some odd problems on a very small number of systems.

Life.

Shortest post ever.  Over in one word.  That’s why things get delayed 🙂

Without going into gritty details, when developing a game isn’t a fulltime job (well it is, but isn’t yours) it’s sometimes very hard to make substantial forward progress.

Family, work, overtime at work, mowing the grass, illness, going to the grocery store, and numerous other things fritter away the day.  Not that some of those things aren’t positive, but they do take away from substantial forward progress.

Don’t get me wrong, it is a priority issue.  I know that.

But, it’s also an issue of scope and internal project quality.

Which probably takes us on to the next post …

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