Vector-based, real-time dungeon crawling of "DoD" an innovation?
Chris Kennedy wrote:
What an interesting game. Obviously the graphics are a bit dated, but they definitely have a style to them. It's a very angular, vector-like style. The last enemy you fought was highly stylized.
What intrigued me about "Dungeons of Daggorath" is the graphics themselves. While primitive by today's standards, I'm sure the "vector-like" graphics were pushing the state-of-the-art for its day! I say this because I can't think of another CRPG game of the time period that utilized 3D-computed shape tables to display the graphics.
It may have been done before (most likely on the Apple II), but 3D shape tables of "Dungeons of Daggorath" seem to predate polygon-based first person games, or even other shape-table games such as "Wolfenstein 3D" and "Doom," or even "Elite."
Real-time, first-person dungeon crawling seems to be quite an innovation. Add the adrenaline-pumping "heartbeat" sound effects, and it sounds like you have an immersive winner of a game for it's time!
What an interesting game. Obviously the graphics are a bit dated, but they definitely have a style to them. It's a very angular, vector-like style. The last enemy you fought was highly stylized.
What intrigued me about "Dungeons of Daggorath" is the graphics themselves. While primitive by today's standards, I'm sure the "vector-like" graphics were pushing the state-of-the-art for its day! I say this because I can't think of another CRPG game of the time period that utilized 3D-computed shape tables to display the graphics.
It may have been done before (most likely on the Apple II), but 3D shape tables of "Dungeons of Daggorath" seem to predate polygon-based first person games, or even other shape-table games such as "Wolfenstein 3D" and "Doom," or even "Elite."
Real-time, first-person dungeon crawling seems to be quite an innovation. Add the adrenaline-pumping "heartbeat" sound effects, and it sounds like you have an immersive winner of a game for it's time!
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