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	<title>Return to the Serpent Isle</title>
	<atom:link href="http://www.ultima-return.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.ultima-return.com</link>
	<description>A new Ultima adventure</description>
	<lastBuildDate>Wed, 28 Jul 2010 08:37:38 +0000</lastBuildDate>
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		<title>July Update: It’s music to our ears!</title>
		<link>http://www.ultima-return.com/2010/07/28/july-update-it%e2%80%99s-music-to-our-ears/</link>
		<comments>http://www.ultima-return.com/2010/07/28/july-update-it%e2%80%99s-music-to-our-ears/#comments</comments>
		<pubDate>Wed, 28 Jul 2010 08:37:38 +0000</pubDate>
		<dc:creator>sergorndragon</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.ultima-return.com/?p=89</guid>
		<description><![CDATA[Summer is there, it’s time for sun, fun and resting… but not for the Return team which as you’ll see has been quite busy in the last month! But first and foremost we are happy to report that music production for Return to the Serpent Isle has officially begun. We are blessed to have to [...]]]></description>
			<content:encoded><![CDATA[<p>Summer is there, it’s time for sun, fun and resting… but not for the Return team which as you’ll see has been quite busy in the last month!</p>
<p><span id="more-89"></span></p>
<p>But first and foremost we are happy to report that music production for Return to the Serpent Isle has officially begun. We are blessed to have to have Panu Aaltio (known to some as Grotto Dragon) doing the music for Return.  Panu is a professional composer who has already done soundtracks for games and movies and who has quite simply godlike talent! (If you haven’t: be sure to check examples of his works on <a href="http://www.panuaaltio.com/">his website</a>). </p>
<p>I’m afraid you will have to wait a little more before we share the result of Panu’s work with you all, but let us just say that it lead overwhelming positive receptions by the entire dev team, with words such as “Phenomenal” and “Awesome” being thrown around. This is basically the kind of music you just usually <strong>don’t </strong>get for an amateur project, and it’s motivating all of us even more to craft content that will honor it!</p>
<p>In addition a lot of work has also been done in term of gameplay systems and mechanics since last month.</p>
<p>For starter, some might have already noticed that, but a new version of the Spellbook system was uploaded to NWN2 Vault earlier this month, with a new (albeit not quite final) UI and GUI much more in line with traditional Ultima spellbooks.</p>
<p>Pretty much all of our spells and skills have been implemented and are now working properly in game – and while these are aspect that will definitely need some balancing down the road, this already means that two more of our core systems are now working and implemented.</p>
<p>Jaakko also continues to be a miracle worker, and has been hard at work implementing new systems or reworking existing ones. Notably we have reworked the way NWN2 handles experience points to fit more how it traditionally works in Ultima games, and we have also modified the Inventory screens which will allow for less cluttering and junk than modern RPGs usually do.</p>
<p>We have also added a new Injury system that triggers when a party member is “knocked dead” and works in a way that is somewhat similar to Dragon Age Origins. We’d actually hoped to release it this month, but some unexpected technical issues have forced us to postpone it.</p>
<p>But in spite of this, we are still happy to share two more new releases with you all that you can find at NWN2Vault</p>
<p>The <a href="http://nwvault.ign.com/View.php?view=NWN2Scripts.Detail&#038;id=335 ">Death and Resurrection system</a> is a system which will allow for a traditional Ultima resurrection: thus instead of having a game over when the whole party is wiped out, you instead get teleported to a specific place upon death with a small XP loss.  </p>
<p>The <a href="http://nwvault.ign.com/View.php?view=NWN2Scripts.Detail&#038;id=337">currencies system</a> is a way to allows for multiple currencies to be used in the game depending of the kind of coins used by a shopkeeper, and the possibility to exchange from one money to another at a specific NPC. Aye – exactly like in the original Serpent Isle! </p>
<p>Other than that work is about to begin on a guard and prison system to punish dishonest players, and several new design ideas have been brought to the table which could come up with some very interesting results if we manage to do as we envision.</p>
<p>So needless to be said: things are going very well on this front. The core gameplay systems are now implemented, and we’re confident that by summer’s end pretty much all features should be implemented and working – balancing not withstanding of course.</p>
<p>We have also decided for a new scale for the overland map, which while it will cause the overland to use many more zones, will allow for much more fun and exploration to be had.</p>
<p>On the writing front we have finished writing and polishing the 36 (!) Ophidian Virtue Questions that will be used for character creation. It was not an easy process, but we are quite proud of the result, and feel we do offer some really interesting moral dilemmas.</p>
<p>Development for Moonshade NPCs have stalled somewhat for the moment as focus has shifted to a new aspect of the project which we feel you’re all gonna find very exciting. But I’ve already said too much…</p>
<p>And don’t forget you can know follow us on our <a href="http://www.twitter.com/UltimaReturn">Twitter </a>to get a quicker look at our development processes.</p>
<p>But of course, we can’t conclude an update without a reminder:</p>
<p><strong>WE NEED YOU!</strong></p>
<p>We still need many more motivated team members, and <strong>we are notably sorely lacking in both 2D and 3D Artists </strong>– so if you feel you are up to the task, do not hesitate to contact us! This project will not be finished without you!</p>
<p>See you all again next month!</p>
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		<title>Ultima Return now on Twitter !</title>
		<link>http://www.ultima-return.com/2010/07/20/ultima-return-now-on-twitter/</link>
		<comments>http://www.ultima-return.com/2010/07/20/ultima-return-now-on-twitter/#comments</comments>
		<pubDate>Tue, 20 Jul 2010 16:58:13 +0000</pubDate>
		<dc:creator>sergorndragon</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.ultima-return.com/?p=77</guid>
		<description><![CDATA[This is a but a short update to inform you all that we now have our very own twitter account, which will allows us to give you more regular updates on the aspects of the game we are currently working on. You will already have noticed that a new widget showing our twitter directly on [...]]]></description>
			<content:encoded><![CDATA[<p>This is a but a short update to inform you all that we now have our very own twitter account, which will allows us to give you more regular updates on the aspects of the game we are currently working on.</p>
<p>You will already have noticed that a new widget showing our twitter directly on the main page, but you an also follow us directly there at : <a href="http://twitter.com/UltimaReturn">http://twitter.com/UltimaReturn</a></p>
<p>We&#8217;ll be back very soon with our new monthly update as well !</p>
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		<title>The Ultima VI Project is out now !</title>
		<link>http://www.ultima-return.com/2010/07/05/the-ultima-vi-project-is-out-now/</link>
		<comments>http://www.ultima-return.com/2010/07/05/the-ultima-vi-project-is-out-now/#comments</comments>
		<pubDate>Mon, 05 Jul 2010 18:05:09 +0000</pubDate>
		<dc:creator>sergorndragon</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.ultima-return.com/?p=72</guid>
		<description><![CDATA[This obviously not a Return related update, but since this is such a major event in the Ultima community, we could not pass on it : Finally, the Final 1.0 version of the Ultima VI Project, the remake of the False Prophet done by Team Archon, is available for all to enjoy. While you will [...]]]></description>
			<content:encoded><![CDATA[<p>This obviously not a <em>Return </em>related update, but since this is such a major event in the Ultima community, we could not pass on it :</p>
<p><span id="more-72"></span></p>
<p>Finally, the Final 1.0 version of the Ultima VI Project, the remake of the False Prophet done by Team Archon, is available for all to enjoy. </p>
<p>While you will require Dungeon Siege to enjoy it, well go ahead and buy it if you haven&#8217;t done so !</p>
<p>You can find the full release of this game either at <a href="http://www.u6project.om">the official project website </a>or <a href="http://www.ultimaaiera.com/">Ultima Aiera</a>. </p>
<p>All our thanks to the Archon Team for this wonderful endeavour, this is thanks to project such as these that we are here today !</p>
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		<title>June Update: It’s a kind of Magic!</title>
		<link>http://www.ultima-return.com/2010/06/24/june-update-it%e2%80%99s-a-kind-of-magic/</link>
		<comments>http://www.ultima-return.com/2010/06/24/june-update-it%e2%80%99s-a-kind-of-magic/#comments</comments>
		<pubDate>Thu, 24 Jun 2010 20:09:36 +0000</pubDate>
		<dc:creator>sergorndragon</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.ultima-return.com/?p=70</guid>
		<description><![CDATA[Another month, another (late) update… and another release on the Neverwinter Nights 2 Vault! We had already mentioned this system before, but it is now ready for public consumption: a fully working Ultima Magic System, which means spell scrolls to scribe, reagents and of course Mana (represented by a new neat mana bar that appears [...]]]></description>
			<content:encoded><![CDATA[<p>Another month, another (late) update… and another release on the Neverwinter Nights 2 Vault!</p>
<p><span id="more-70"></span></p>
<p>We had already mentioned this system before, but it is now ready for public consumption: a fully working Ultima Magic System, which means spell scrolls to scribe, reagents and of course Mana (represented by a new neat mana bar that appears next to the character portrait).</p>
<p>You can find it <a href="http://nwvault.ign.com/View.php?view=NWN2ModulesEnglish.Detail&#038;id=441">there</a>.</p>
<p>Also a lot of work has been done in term of character creation and classes – we have notably made some changes to the character creation screens, removed the useless D&#038;D stats and features, and of course crafted a working character creation system based on Virtue questions that will determine your character class!</p>
<p>We are also currently working on implementing our own character classes with a freeform skill system, roughly inspired by Ultima Underworld. If all goes well, we should be able to share this with you guys very soon. </p>
<p>While we know that some people might feel that the idea of using a D&#038;D-based system for an Ultima game would be terrible, we can reassure you and tell you that it feels less D&#038;D-ish by the day and more and more like a new Ultima !<br />
In addition we have also written and scripted the introduction sequence and are working on implementing it as we speak (although with now 2D Stills due to a lack of artist from now).</p>
<p>We also also welcome a new and talented writer amongst Team Serpent, Kat, which has just joined our team and will hopefully helps up speeding up the NPC creation process.</p>
<p>So all in all things are progressing well, but keep in mind…</p>
<p><strong>WE NEED YOU!</strong></p>
<p>As much as we are making progress, we still need many more motivated team members, and <strong>we are notably sorely lacking in both 2D and 3D Artists </strong>– so if you feel you are up to the task, do not hesitate to contact us!</p>
<p>See you all again next month!</p>
]]></content:encoded>
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		<title>May Update: News on the Vault</title>
		<link>http://www.ultima-return.com/2010/05/26/may-update-news-on-the-vault/</link>
		<comments>http://www.ultima-return.com/2010/05/26/may-update-news-on-the-vault/#comments</comments>
		<pubDate>Wed, 26 May 2010 16:48:47 +0000</pubDate>
		<dc:creator>sergorndragon</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.ultima-return.com/?p=67</guid>
		<description><![CDATA[As we mentioned last month, we have been doing some progress on multiples front and were hoping to release some basic systems. And it is done! As such both our basic Food and Sleeping systems have been uploaded to the NWN2 Vault here and there. While these are bound to receive further update in time [...]]]></description>
			<content:encoded><![CDATA[<p>As we mentioned last month, we have been doing some progress on multiples front and were hoping to release some basic systems. And it is done!</p>
<p><span id="more-67"></span></p>
<p>As such both our basic Food and Sleeping systems have been uploaded to the NWN2 Vault <a href="http://nwvault.ign.com/View.php?view=NWN2Scripts.Detail&#038;id=326">here</a> and <a href="http://nwvault.ign.com/View.php?view=NWN2Scripts.Detail&#038;id=328">there</a>. While these are bound to receive further update in time we are delighted to share these with you!</p>
<p>In addition Jaako which continues to be our miracle worker has designed a fully workable Serpent Gate system. It will be working slightly differently from the original Serpent Isle, but we’ll share more about that later.</p>
<p>Besides sides still are thing going a bit slow, but we have potential new team members incoming that might hopefully help to speed things up.</p>
<p>But of course we will finish with our usual plea:</p>
<p><strong>WE NEED YOU!</strong></p>
<p>We’ll be back next month with a new Update that will hopefully come sooner in the month.</p>
]]></content:encoded>
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		<title>April Update: The Road to World Simulation</title>
		<link>http://www.ultima-return.com/2010/04/20/april-update-the-road-to-world-simulation/</link>
		<comments>http://www.ultima-return.com/2010/04/20/april-update-the-road-to-world-simulation/#comments</comments>
		<pubDate>Tue, 20 Apr 2010 06:49:44 +0000</pubDate>
		<dc:creator>sergorndragon</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.ultima-return.com/?p=65</guid>
		<description><![CDATA[Albeit a bit late on schedule, here is finally the April Update. So, what has the Return team been up to since the last time I am happy to say that we have been doing some great progress on game systems since our last update. Thanks to the tremendous work of our newest coder Jaako, [...]]]></description>
			<content:encoded><![CDATA[<p>Albeit a bit late on schedule, here is finally the April Update. So, what has the Return team been up to since the last time </p>
<p><span id="more-65"></span></p>
<p>I am happy to say that we have been doing some great progress on game systems since our last update. Thanks to the tremendous work of our newest coder Jaako, we’ve been doing some great work on developing the world simulation aspects of Return, far beyond what was ever implemented in NWN2.</p>
<p>First, as we mentioned last month already, we already have a working schedule system that will allow NPCs to move around the world depending on the time of day. But in addition, Jaako has fully revamped the sleeping system : rather that the strict and fixed system of NWN2, you may now choose the number of hours you might sleep in,  as well as picking one of your party member  to stand guard… just in case some monsters might attack.</p>
<p>But of course what would be an Ultima without food? As such we also have a working feeding system, where you need to use food items on your characters to replenish their food bar.</p>
<p>As of yet, we are only scratching the surface of some of the more complex feature of these systems (such as consequences a low food bar will have on your character, or the risks of sleeping in an area more dangerous than another), but we are hoping to be able to share a basic release of these systems soon – so keep your eyes open !</p>
<p>In addition, we have also devised a magical system requiring the use of reagents – yes indeed! So no more D&#038;D-ish spell memorization, but true Ultima-ish reagent-based magic.</p>
<p>Unfortunately I also have to report that progress on the Moonshade NPCs have been slower than anticipated due to unexpected real-life considerations, but we are still hard at work !</p>
<p>Of course let me finish this update like every month by saying as usual :</p>
<p><strong>WE NEED YOU!</strong></p>
<p>Be sure to check our recruitment page and contact us if you feel you’ll be able to help!</p>
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		<title>March Update: Every good thing comes in chunks</title>
		<link>http://www.ultima-return.com/2010/03/05/march-update-every-good-thing-comes-in-chunks/</link>
		<comments>http://www.ultima-return.com/2010/03/05/march-update-every-good-thing-comes-in-chunks/#comments</comments>
		<pubDate>Fri, 05 Mar 2010 17:26:06 +0000</pubDate>
		<dc:creator>sergorndragon</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.ultima-return.com/?p=60</guid>
		<description><![CDATA[It has been a month since the site went live and things have been slowly but steadily progressing, notably with the addition of brand new members to the team. There shall be no dev diary this month – but instead we wanted to share a bit about the current aspects of development and how we [...]]]></description>
			<content:encoded><![CDATA[<p>It has been a month since the site went live and things have been slowly but steadily progressing, notably with the addition of brand new members to the team. There shall be no dev diary this month – but instead we wanted to share a bit about the current aspects of development and how we intend to release the game down the road.</p>
<p><span id="more-60"></span></p>
<p>Indeed, one will set Return to the Serpent Isle aside from other fan projects,  is that we have decided to release the game in an Episodic format. Now this might come as a surprise for an Ultima game – but after careful consideration it appeared to be a good decision when taking into account both the scope and the amateurish nature of this Mod. Return is a big and ambitious project – and crafting the game as a whole will probably take years – so we felt (and the NWN2 Engine offers us this possibility) it would be a good idea to take a more Episodic approach in developing the project, by crafting and releasing one Chapter at a time.</p>
<p>Of course the downside is that it will create a more linear game than originally intended – but the upside is to allow fans to be able to actually play the game sooner rather than later, and continuing from where they left off. In a way, you could compare this to the multiple milestone that had been released for the U6 Project – except crafted in a way to create a more cohesive story per release and allowing the players to keep their savegames and characters, which is something Dungeon Siege couldn’t allow.</p>
<p>Now the ultimate plan is still to release the full non-linear game experience at the end of development, but this way also allows us to focus our team effort on a single goal in order to offer something for public consumption as soon as possible..</p>
<p>So as of now, we are focusing on producing our first Chapter. We’ll obviously keep the lid on the actual content, but we will however reveal that this first chapter will consist of the entire Isle of Beyond where lies the city of Moonshade, and as such we are focusing on designing and crafting this area.</p>
<p>We’ve reached a first deadline last month, as the NPC list and count for the region has been finalized. In the coming month we will be working on expanding them into full profiles, as well as defining the actual region content. </p>
<p>In the meantime, our tech guys are also hard at work on devising or modifying game systems in order to fit an Ultima style (indeed let us just announce already that we’ll have a fully functional NPC schedule system!)</p>
<p>So this is it for this monthly update – we’ll obviously keep you informed as to how development will progress on the region. </p>
<p>Allow me to remind you all however that we are still in dire need of team members, especially artists (2D and 3D) and worldbuilders. So if you can help us: do not hesitate to join us!</p>
<p>As for those wondering WHEN Chapter I will be released? </p>
<p>When it’s done of course!</p>
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		<title>Dev Diary #001 – The Birth of a New Ultima</title>
		<link>http://www.ultima-return.com/2010/02/01/dev-diary-001-%e2%80%93-the-birth-of-a-new-ultima/</link>
		<comments>http://www.ultima-return.com/2010/02/01/dev-diary-001-%e2%80%93-the-birth-of-a-new-ultima/#comments</comments>
		<pubDate>Mon, 01 Feb 2010 14:00:27 +0000</pubDate>
		<dc:creator>sergorndragon</dc:creator>
				<category><![CDATA[Development Diaries]]></category>

		<guid isPermaLink="false">http://www.ultima-return.com/?p=37</guid>
		<description><![CDATA[In 1999, Ultima IX was released and brought the Ultima series to an end -– and while Electronic Arts has just announced the upcoming Lord of Ultima, it doesn’t seem that they intend to release a new Ultima RPG for the time being. Thankfully, many Ultima fans have tried their best to keep the legacy [...]]]></description>
			<content:encoded><![CDATA[<p>In 1999, <em>Ultima IX</em>  was released and brought the <em>Ultima</em> series to an end -– and while Electronic  Arts has just announced the upcoming <em>Lord of Ultima</em>, it doesn’t seem  that they intend to release a new <em>Ultima</em> RPG for the time being. Thankfully,  many <em>Ultima</em> fans have tried their best to keep the legacy alive &#8212; and while some of these projects died away, others prevailed for our  pleasure, and most notably the excellent <em>Ultima V: Lazarus</em> and <em>Ultima  VI Project</em>.</p>
<p>One thing I have noticed  however is that most <em>Ultima</em> projects (whether alive or dead) have essentially  focused on remaking or enhancing the existing games. This is a wonderful  endeavor in itself and allows us to experience these classics in a new  way &#8212; but I’ve always felt that to continue to keep the <em>Ultima</em> legacy  alive, <strong>it is also important to expend the <em>Ultima</em> world </strong> beyond what the nine core games and their spin off have brought us,  by crafting new stories and new adventures.</p>
<p>But what is <em>Return  to the Serpent Isle</em>, one might ask?<br />
<span id="more-37"></span><br />
<em>Return to the Serpent  Isle</em> is a new <em>Ultima</em> adventure created by fans, and that aims to create  a whole new game faithful to everything <em>Ultima</em> ever stood for, while  at the same time trying to modernize it. Thus we hope to give to every  <em>Ultima</em> and CRPG fans the chance to enjoy a new story in the <em>Ultima</em> universe  that is very much tied to “<em>Ultima VII Part Two – The Serpent Isle</em>,”  which was released in 1993.</p>
<p>But even before all  that, <em>Return to the Serpent Isle</em> is pretty much at the core &#8212; a fanboy’s  dream.</p>
<p>When <em>Ultima VII Part  Two</em> came out in 1993, it was pretty much an unique episode in the <em>Ultima</em>  series. While you could trace back its root to the <em>Worlds of Ultima</em>  series, it was the first time that a core <em>Ultima</em> game brought the Avatar  to a vastly different world from Britannia. It was also admittedly a  departure from the traditional <em>Ultima</em> design… with a more linear approach,  but at the same time providing one of the most developed and compelling  story that <em>Ultima</em> has ever offered. The result was one of the most beloved  episodes of the <em>Ultima</em> series &#8212; which really happens to be my favorite  episode as well.</p>
<p>Unfortunately we never  got the chance to revisit the Serpent Isle. Of course it probably wasn’t  ever planned as far as Origin was concerned -– but while I enjoyed  <em>Ultima IX</em>, <strong>its cardinal sin as far as I’m concerned  has always been how the game basically and blatantly ignored the events  of Serpent Isle</strong>, essentially relegating it to rank of a forgettable  Spin-Off, much like the <em>Ultima Underworlds</em> and the <em>Worlds of Ultima</em>  games.</p>
<p>And this is how the  idea of a new Serpent Isle story gradually began to form in my mind.  I began to imagine what would be my idea of the “ultimate” <em>Ultima</em>  game and how I would continue the franchise if I had the chance… and  the idea of using the Serpent Isle immediately came to me… soon followed  by a setting, characters, a plot… Of course at this time the idea  of actually doing a game about it felt like a fool’s dream –- which  eventually brought me to start this story as a fan-fiction, though it  never got past the first chapters.</p>
<p>Over the years as I followed the development of <em>Lazarus</em> and <em>U6P</em>, it  eventually hit me –- why wouldn’t it be possible? If these two remakes  have proved us something, it’s that with enough dedication <strong>anything</strong> is possible. So gradually, I started writing a more detailed story and  background, and a pretty extensive development doc. I immediately settled  for the <em>Dungeon Siege</em> engine –- because it somehow felt obvious after  <em>Lazarus</em>: what better way to craft a new <em>Ultima</em> game? And thus after  announcing the project, I began what is probably one the hardest part:  finding a team.</p>
<p>Things have proven  to be difficult, and slow –- real life also getting in the way most  often than not, and while the project never really got to a halt I have  no doubt that many believed it to be dead. <strong><em>Return to the Serpent  Isle</em> never died… but it mutated</strong>. As months went by, I gradually  came to rethink it. Some progress had been made, but it was mostly work  done on paper, with no actual production having started in <em>Dungeon Siege</em>.  So the solution became somewhat obvious.</p>
<p>And the end result  being of course the decision to <strong>drop the <em>Dungeon Siege</em> engine.</strong></p>
<p>In term of versatility,  I still feel the <em>Dungeon Siege</em> Engine is the most suited to create a  traditional seamless <em>Ultima</em> –- but it brings a whole lot of other issues  with it. Nevermind the fact that it is becoming very dated (it <em>is</em> a 2001 game after all), but <em>Dungeon Siege</em> is already having issues running  with Windows Vista and 7, so who knows what will happen in a few years  time. Indeed the <em>DS</em> community in itself is basically dead and buried  and consists solely of the talented and dedicated <em>U6P</em> Team. And the  more I thought of it, the more it felt to me that <em>U6P</em> would really be  the <em>DS</em> engine’s swan song… and that a <em>Dungeon Siege</em> Siegelet no  matter how ambitious it was, would probably not hold much interest for  gamers or fans in a few years time. And the idea of spending what was  probably going to be many years on a project that nobody would end up  playing was just terrifying.</p>
<p>Another reason that  drove this change of engine is the desire to offer a sense of novelty.  After two epic <em>Ultima</em> games with the <em>Dungeon Siege</em> engine, I’ve began  to apprehend the fact that another game might just end up feeling “more  of the same.” <em>Ultima</em> has always been about pushing technology forward,  so there was also a logic in going forward with a more modern engine  and I felt this would also be an opportunity to offer a slightly different  approach and gameplay –- but one that we felt would still be very <em>Ultima</em>-ish.</p>
<p>Thus I began looking  at other engines, other choices –- knowing it would mean some compromise  –- but also (with agreement from the rest of the team) that it would  be in the project’s best interest. It has not been an easy prospect  because CRPGs have greatly changed since the days of <em>Ultima</em>, and the  design philosophy of modern games has little in common with <em>Ultima</em> games.</p>
<p>But after careful consideration,  I’ve finally noticed an engine with a very interesting and promising  feature: an overland map. It is not a very common feature nowadays –-  most game would basically just offer you a bland world map with a few  locations to click and where you are instantly transported. And there  was this overland map where you can move around, that you can freely  explore between two towns… Indeed it reminded me of a very old game,  a game which focused on a similar approach for five legendary episodes.  A game called <em>Ultima</em>. </p>
<p>So this is why I decided  to settle on the <strong><em>Neverwinter Nights 2</em></strong> engine, with the obvious  additions of its two add-ons, and particularly <em>Storm of Zehir</em>’s overland  map.</p>
<p>Now I know what some  of you might be thinking: “<em>A Dungeon&amp;Dragons <em>Ultima</em> game</em>?!”  It is a valid concern, but I believe that <em>Ultima</em> has always been much  much more than its ruleset and you can rest assured that everything  will be done to diminish the D&amp;D feel of the engine and create a  game with many of the features you would expect of an <em>Ultima</em> game. And  trust me when I say that you might be surprised, as <em>Neverwinter Nights  2</em> is far more moddable than one might suspect.</p>
<p>Of course –- <em>Return  to the Serpent Isle</em> will not be a traditional seamless <em>Ultima</em> game in  the vein of <em>Ultima VII</em>, but it will still be an <em>Ultima</em> –- more old  school in its approach perhaps, but can’t you just begin to picture  exploring our Serpent Isle while an overland musical theme rings inside  your ears?</p>
<p>So this is it: Serpent  Isle is returning at last – and we all vow to make everything in our  power to craft a new <em>Ultima</em> worthy of this legendary legacy.</p>
<p>Marc “Sergorn”  Charlot</p>
<p>Project Leader</p>
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		<title>Ultima-Return.com goes live !</title>
		<link>http://www.ultima-return.com/2010/02/01/ultima-return-com-go-live/</link>
		<comments>http://www.ultima-return.com/2010/02/01/ultima-return-com-go-live/#comments</comments>
		<pubDate>Mon, 01 Feb 2010 12:00:04 +0000</pubDate>
		<dc:creator>sergorndragon</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.ultima-return.com/?p=48</guid>
		<description><![CDATA[Greetings. At long last, the “Return to the Serpent Isle” Website is opening for all to see. It has taken a long time to come to this, but we’re happy to finally be there for all of you. As you can see, there is not much in term of content for now, but rest assured [...]]]></description>
			<content:encoded><![CDATA[<p>Greetings.</p>
<p>At long last, the “Return to the Serpent Isle”  Website is opening for all to see. It has taken a long time to come to this, but we’re happy to finally be there for all of you. As you can see, there is not much in term of content for now, but rest assured the site grow over time and we will do our best to provide regular updates on our progress. At the very least, you can always expect a monthly update.</p>
<p>Our team is still pretty small, so we are also looking for new team members in many domains. Be sure to have a look at our Recruitment page if you have some interest in joining us!</p>
<p>Also, check back in a couple of hours to get a chance to read our first Dev Diary entitled “The Birth of a New Ultima” which goes into how this project was born and how it evolved in the year following its announcement. </p>
<p>In the meantime, feel free to come and say hi in our forums (in which you can post with or without registering) and ask any questions you might ask.</p>
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