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darghul info?

Anonymous

Guest
can i have more info for town,npc,weapon and armor ect of darghul
 

Wolf Mittag

Wolf Mittag Software Development
Developer
Joined
Dec 18, 2003
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331
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Shanghai
I've copied the following from another thread, and updated/extended it a bit:

Teudogar is a historical CPRG; it's available for download & purchase. DARGHUL is a fantasy CRPG that's still under development.

The following lists what is new to DARGHUL (in comparison to Teudogar):

plot:
- The new DARGHUL is a remake of an old German MSDOS CRPG I wrote many years ago and which became a sort of classic; there still remains a surprisingly large fan base here in Germany; however there has never been an English version of it so far.
- Plot: Evil King Gibur's supernaturally strong orc armies threaten to conquer the entire world; obviously, several powerful magical items must be procured to put and end to this.
- It's somewhat stupid, but lots of people love it, and it's actually great fun, in a carefree way, not as intellectual and earnest as Teudogar has been.

game world:
- There were no cities or castles or large dungeons in Germania; consequently there are none in Teudogar. There are, however, in DARGHUL: Many cities, from large (Ranaghol, Naramanca) to medium size (Karad-Dur, Unghol); several huge castles (Sagadur, Persapor); many villages in between; also many people living somewhere in the wilderness; lots of orc settlements; also Elves (Lolandriel) as well as Dwarves (Karad-Dur); several wrecked cities; and countless tombs, ruins, temples, caves, dungeons and so on almost everywhere.
- Teudogar's game world consists of a couple of individual locations and nothing else; DARGHUL has a large continuous game world, i.e. not just the main cities but also all forests, swamps, orc villages, caves, temples, tombs, ruins and so on that can be found between the cities; i.e., you can actually walk all across the continent without interruption.
- Teudogar: traveling via a travel screen; DARGHUL: travel either by simply walking from one end of the game world to the other end, or by using the services of wizards who can teleport you to most locations, or teleportation scrolls (will teleport you to one specific location), or teleportation anchors (using one anchor will teleport you to the place where the 2nd anchor has been placed), or teleporter fields (all destinations), or the teleport spell (all destinations). (All of these means of teleportation can be acquired over the cause of the game; when you start the game, you have none.)
- The game world is HUGE (185 maps/locations (each 255x255 fields) plus about 360 subterrean maps/locations with caves and dungeons).

graphics:
- Teudogar screen resolution 640x480, DARGHUL 800x600 (screenshots); this looks much smoother.
- The higher screen resolution means that individual tiles, objects, NPCs etc are now smaller than they were in Teudogar; this enables you to see a larger section of the game world within your screen; orientation is much more convenient that way.
- Due to its fantasy world, DARGHUL offers much greater graphical variety than the historically accurate Teudogar, which was quite restrained by the fact that Teutons everywhere built their houses in exactly the same way and materials.

gameplay:
- There are some new game elements such as levers, switches, teleportation fields, as well as magical scrolls and potions and so on.
- Repairing weapons, weaving, fishing and so on remains available. Additionally, you can now brew magic potions, repair clothes, spin yarn, bake bread or smoke fish, etc. My goal was to enable you to actually use every object you see within the game.
- More than 50 unique magical objects (Goram's sword, fireball sceptre, cup of healing, teleportation anchors and many more) can be found and fought for at several locations all across the continent.
- Historians can tell you what kind of magical items exist and where they might possibly be found.
- If a place such as a dungeon, ruin, tower or tomb is locked, seers can often tell where the key can be found. You can also ask seers about the whereabouts of any special/magical object you've heard about.
- You can consult geographers about locations you've heard about; they can draw these onto your map; this is useful since you need to know where a location is in order to get there via teleportation.
- Across the continent, dozens of wizards teach different spells or sell magical reagents. (Seers can give you hints about who teaches what.) A lot more spells than Teudogar (the usual Fantasy curriculum - Fireball, Explosion, See-through-Walls, Open, Teleport and much more). (Some of these spells use magical energy.)
- Lots of commerce, with taverns, food stores, smiths, healers etc in most cities. (BTW, the bartering system has been significantly improved, see below.)
- There are countless dungeons with lots of monsters and treasures. Typical fantasy creatures such as Orcs, Goblins, Demons, Giant Spiders, Skeletons, Evil Wizards, Zombies, Poisonous Worms and lots of others exist and are plentyful, at least below the surface of the earth.
- Weapons and Armor: Mostly similar to Teudogar; some additional kinds of armor (e.g. better protection for your legs), a few more weapons (e.g. mace), more missile weapons (see below), and lots of magical weapons/objects. (Since this is a Fantasy game, where magic is pretty powerful, special magical objects/weapons as well as your regular spellcasting will be somewhat more important than your physical armor.)

user interface:
- There's no longer just one single inventory bag window; instead you can carry several more bags with you; this makes it easier to sort the stuff you're carrying around.
- Within the inventory bag window, items can be freely placed, just like in Teudogar; however, identical items are grouped in one single field and their number is displayed next to them; i.e., instead of displaying 25 individual pieces of meat in your inventory window, the new system will display just one, with a "25" next to it.
- When you drag&drop one of several identical objects, you'll be asked how many of these you want to move.
- Chest and box windows now offer a "take everything" button; clicking on this will empty the chest and place its contents in your inventory, automatically placing items into bags where there already are similar items (i.e. food into your food-bag, gold or gems into your booty/valuables-bag and so on).
- In addition to sword and spear (or throwing axe), you can now carry up to 8 more weapons or other items on your belt or in your pockets; different from your inventory bag window, you can access these items even during combat mode; i.e. you might carry a sword on your belt, a throwing axe in your hand, and up to 8 more throwing axes on your belt/in your pockets, and hurl them at approaching enemies one by one during combat; or let's say, 4 throwing axes plus a healing potion, a teleportation scroll, a fireball sceptre, and a wizard's-eye-crystal. This adds a lot more variety to combat.
- Bartering: in Teudogar's barbaric environment, even merchants accepted money only as a bartering good, meaning you had to drag&drop lots of items; in DARGHUL, merchants will simply tell you the price they want for the goods you've marked, or the price they'd be willing to pay for the goods you offered; so after clicking OK payment in gold/silver coins will automatically be taken from the pile of coins you're carrying in your inventory (or added to your coins if you're the one selling something). (Of course non-merchants are still willing to barter goods for goods; and many merchants and craftsmen also buy used goods.) You can now drag several identical items at once onto your bartering table; also, you can unmark/mark items you placed there; all of this saves you a lot of dragging&dropping.
- Since there are a lot more keys in DARGHUL than in barbaric Germania, I introduced a key-ring: You can put every new key you find/acquire on this key-ring; when you come across a locked door, you no longer need to try every single key individually; instead, simply double click on the key-ring and then click on the door; if a fitting key is on the key-ring, the door will be unlocked.
- Actual player stats numbers are now displayed, e.g. "Strength: 100 (average)"; same with weapons, armor etc.

Well, that's about it for now. It's a pretty large project; finishing it takes a lot of time; and I have only very few hours per day available for work on this project. So I really appreciate your patience...

If you'd like to be notified when the Beta and Final Version are finally released, please drop me a note via www.teudogar.com/email.htm. (I will never give away your email address; and I don't spam; you will get just one brief notification email at some future date.)
 

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