(more detailed and more frames) character animation. the most famous of all, the dragon. up to 9th level. interaction on par with Final Fantasy. evil and good paths to allow for alignment-based roleplaying. as well as we hoped they would. added as the game went on. classes such as essential, important, less important, etc. that all of our decisions were enlightened. very well received by QA, we reluctantly decided to cut it. that led to some very late nights for the programmers. then only after being carefully considered.
support for 3D graphics cards. off panels in the interface. new character kits (subclasses) for all classes.
and it has since sold about 1.5 million copies worldwide).
repeated, but that a great game could be made even better. an excellent sequel is not nearly as easy as it may sound. for this purpose), our work was cut out for us. time, you’re not likely to fix it the second time around. and apply these solutions to all new and ongoing projects. bar for the sequel quite high. up with looked like this. resolution (800×600 and up).