An account of the events of the Ultima Dragons 25th Anniversary

In February 2017, Dragons from all around the world were summoned to California to celebrate the 25th anniversary of the Ultima Dragons online club (Not to be confused with the UDIC, which is almost as old).The event was organized by Cran Gallara, kickstarted by fans and supported by Lord British and a cast of Origin and Portalarium employees.

Photo by Linguistic Dragon

I was joined by Exodus Destiny Dragon, we flew all the way from our hometown in Colombia to the cold coastal basin of Los Angeles. Following is a brief account of our experience at the event.

Click here to read the full article!

Morgaelin – Updated to latest libgdx, HTML5 version

Thanks to the efforts of Exodus Destiny, and after some always needed tweaking, Morgaelin has been updated to libgdx 1.9.5 from a veeery old version from around 2013.

One of the thing this allows is having a working HTML5 version, you can check the current, very early version HERE. (GIANT WARNING: DON’T BUMP INTO PEOPLE.. leaving the combat area may cause the process to hang!)


So far the experience with libgdx, at least for web, is not as straightforward as doing JS (thank you, Captain obvious). It uses GWT underneath so it’s compiling Java into JS (teh magic, after all these years still!). OTOH it generates native android programs and multiplatform Java desktop as well. May be after I sink more time into it I’ll be able to do a side by side comparison of it vs Ananias’ stack.

Morgaelin lives

Been done some small work in Morgaelin, mainly in the design side of things reverse engineering the plot based on different walkthroughs, but also worked a bit on adding support for cutscenes.


Exodus Destiny Dragon (a.k.a jucarave) also started taking a look at enabling the HTML5 version of the engine so it can be played in the browser.

We are planning to create a first version of the game going all the way to obtaining the Skull of Quakes

Three SPIDs: EXODUS Box, EXODUS Online and Britannia GPS game


EXODUS as a tabletop game, instead of fighting with LARP weapons, combat is decided with dice rolls.

As with EXODUS, players are divided between adventurers (who pick their starting class) and dungeon dwellers (who impersonate the dungeon monsters), and the program generates a random layout for them to explore. The party moves from room to room based on the available exits, and by moving they may trigger traps affecting their status.

When the program dictates combat happens and a monster party is formed, the “combat grid” is placed and players place their tokens in either the adventurers or the dungeon dwellers area. Then the starting player is randomly selected (from within all the players, dungeon dwellers included) and player take turns to act. Each player may perform any of the following actions:

  • Move 1 square in any direction
  • Attack another player using either melee or a special ability

Some monsters may move more than once.

Cast a spell or use a special ability (consuming Magic Points or Special Points)

I have tested it with some friends and it works fine! It may not be as fun as running around hitting your friends with a foam sword, but OTOH it gives allows for more tactical depth.


Each player has his own app on his phone, one of them starts a game and the others connect. As they explore the dungeon, the dungeon staff is given their monster role and the battles are tactical turn based.

SPID6 – Britannia GPS game

Each city a small representation of Britannia (a shard). Landmarks on the city are transformed into towns of virtue, shrines and dungeons.

The players must find the runes by going to each town and asking for them, then searching other places in the worlds based on the clues they got.

Parties of travelers could be formed to explore together and survive the random encounters. Characters would level up in a traditional way. Then the Avatar should go and meditate to the shrines.

Dungeons would require doing some fights better done in a party.

The ultimate goal is to get the stones of virtue and conquer the abyss to become the avatar.

SPID3 – Halls of the Clear Creek (DND1 Remake)

I will be posting SPIDs (Slashie’s Project Idea Drafts) in the blog, they will be short ideas for games or other projects I may or may not develop into full projects. May be someone will be inspired by them and save me the trouble of developing them.

Remake Richard Garriott’s DND1 as a classic Ultima game with an overhead tiled view, keeping as much as possible of the original game elements but making it a balanced and fun experience, while at the same time evolving it in a different way than Akalabeth and Ultima 1.


Two years ago, I participated in a contest to recreate the original game so that it could be played in modern computers (as well as introduced into Shroud of the Avatar) the results can be played here

The original DND1 used a teletype as the means of player interaction, it printed the events happening into the world in paper, and the player typed the commands to guide his character through the (deadly) dungeon.

After creating a character (from three possible classes Fighter, Cleric or Wizard) and rolling his stats, the player can buy equipment from the dungeon shop (available items are weapons, armor some utility items as well as food).

Then, once in the dungeon, the player had access to the following commands:

  • Move around: In each of the cardinal directions, after moving the player could fall into traps.
  • Open Door
  • Search for traps and secret doors
  • Switch weapon at hand: i.e. wielding a weapon from inventory
  • Fight: Used when an enemy was next to the player. Combatants would hit each other until missing (savage!)
  • Look around: Since the game didn’t show the surroundings after each action, this would make it print the surroundings as a coded matrix.
  • Save Game
  • Use Magic: Use one of the bought spells
  • Buy Magic: Get access to spells according to player class.
  • Pass
  • Buy HP: Exchange gold for HP.

All these command would be changed as following

  • Move around: Use directional keys instead, moving the player into the map.
  • Open door: Used automatically when moving into a door.
  • Search: ‘S’earch command, would show secret doors and traps.
  • Switch: ‘Z’tats command, allowing wielding weapons and wearing armor.
  • Fight: Moving into monsters or ‘F’iring ranged weapons in a direction.
  • Look Around: No longer needed since the viewport is updated after each action.
  • Save Game: Ctrl+’S’
  • Use Magic: ‘C’ast spell, then the number of the spell, based on the learned Spells
  • Buy Magic: Instead of a command this would be done by talking with the mage shopkeeper (an NPC)
  • Pass: Spacebar
  • Buy HP: Instead of a command this would be done by talking with a trainer (an NPC)

The objective of the game would be the same as in the original: Killing all monsters in a floor and then advancing into the next one (with tougher monsters). There are 8 floors.

A light plot, previous to Ultima 1 and Akalabeth, would be introduced into the game.

Floors would be generated with a layour similar to Ultima 4 SMS dungeons.

Some data from the original:



Age of Storms – Finished!

After doing lots of tweaks and reviewing, I managed to finish my short story: Age of Storms, which is based on the events of the Hearth of Britannia: Lifeblood of the Hearth event.

I also removed the images since I didn’t feel they didn’t fit well (I think the only thing that would fit there would be illustrations by Denis Loubet 😛 )

Some major changes were introduced from the first edition, so take a look 🙂

Page: The Age of Storms