- Atari ST
Every time I meet someone who wants to create its first video game, I always recommend one thing: don’t be too ambitious, create something small.
Thorm 2 was like me don’t giving a fuck about this advice.
The scope was huge for a young kid making its games at home from its bedroom. A vast RPG, which stood as a sequel to Thorm, with 3 distinct fully explorable islands, every building could be visited, tons of lore & texts to read, hidden treasures and optional mysteries to solve. Oh god.
I was deeply inspired by Ishar 2 : Messengers of Doom, a Dungeon Master like on Atari ST with a strong lore and astonishing environments to explore.
Of course, I never finished making Thorm 2, but the first island (“Wood Island“) was still almost complete. The only lacking major feature was the combat, which I was never able to design properly.
By this time, I really loved to write things. Please note I don’t mean I was good at it, but I liked it. Thorm 2 is packed with books to read, legends, fancy descriptions etc. This aspect was definitely driving me on this project.
My main issue with this game was the way I displayed the world: a top-down view of only the current map “cell” you’re in. Which is like a single house, or a fragment of a road. It made my development easier as I didn’t have to render the surroundings and, by this time, it sounded like a clever idea to me… But it was terrible to play.