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{{Quote|This little book being a thing that I recently found, a nostalgic look back on all my notes and reviews based on playing the game before it was finished and released.|[[Jason Wilson]]}} | {{Quote|This little book being a thing that I recently found, a nostalgic look back on all my notes and reviews based on playing the game before it was finished and released.|[[Jason Wilson]]}} | ||
This page features a transcription of the contents of Jason Wilson's A6 Daler Spiral Pad as seen in the [[MediEvil's design history]] video. | |||
==Transcript== | |||
===Cover=== | |||
Fri 9-1-98<br />'''12 Days''' (circled) | |||
===Need to outline=== | |||
*H.P. of weapon on a monster | |||
*Level map = routes | |||
*Coin system = buy weapons etc | |||
*More attacks | |||
*Monster attacks = orchestration | |||
*Learning curve = help gargoyles. | |||
*Distinctive pattern of play = clues. | |||
*65% action, 35% puzzles | |||
*Need to design the shop!! | |||
*New weapon effects | |||
*Q.A. testing | |||
*Look at map redesign | |||
===MediEvil Tues. Jan.=== | |||
*30th June without Time Device/Great Machine. | |||
*Big levels: Sleeping Village, Haunted Ruins, Pools of the Dead | |||
*Dragons Graveyard is lost? | |||
*Ant Caves<br />Asylum Grounds<br />↓<br />Pools of the Ancient Dead<br />Enchanted Earth<br />↓ | |||
===MediEvil Meeting (6-1-98)=== | |||
*3 Months!! | |||
*Too many boulders. | |||
*5 levels for the Disc. | |||
*No Scarecrow Fields. | |||
*Nina is gathering info for unfinished work. | |||
*Mike is helping James. | |||
*More of a plot depth to the game. | |||
===City of Madness=== | |||
*A.G. = Paul/Sam | |||
*A.C. = Matt/James | |||
*T.D. = Matt/James | |||
*E.E. = | |||
*??? = Paul/Sam | |||
*G.G. = James/Matt | |||
*S.V. = Paul/Sam | |||
*P.G. = Derek | |||
*Z.L. = Derek | |||
*D.C. = Chris | |||
*C.H. = Chris | |||
*C.S. = Matt/James X | |||
*H.R. = Dan/Sam | |||
===The Great Machine=== | |||
*The Switch (|) has big clipping problems. | |||
*The skull door teleports need textures. | |||
*When teleporting there needs to be an effect or a camera track to suggest Dan is being sucked through pipes. | |||
*The conductor top needs textures. | |||
*Not too happy with the textures on the big skull at the start of the level. | |||
*The carriage on the train needs proper textures. | |||
*Dan can easily fall off the train. | |||
*The train carriage can merge with the train when the train stops moving. | |||
*It is hard to see if you have actually moved a level (as the camera is top down). Movable platform needs sorting (it is black at the moment). | |||
*Metal gauntlets that move conveyor belts need textures. | |||
*The big chain on the first lift needs re-texturing. | |||
*Big wooden wheels need re-texturing. | |||
*The animated chimneys need to be enlarged - they look too puny at the moment. | |||
*Boilers need to breathe out fire when active. | |||
*The warp zones are a bit displaced. | |||
*Dan is far too slippy! | |||
*Trainwheel texture needs to be alpha channel. | |||
*Do not like the fire that comes out of the mouth of the boy robot machine. | |||
*Box robot machine needs proper textures. | |||
*Edges of floor surfaces are a fookin nightmare!!! | |||
*Pounding up/down drums need textures | |||
====Improvements==== | |||
*Better Dan controls | |||
*Cut sequences | |||
*Secrets = mechanisms | |||
*Devices that must take effect on other levels | |||
===The Lake=== | |||
*The L shape mechanism needs to be redesigned as I do not like the current machine. | |||
*When Dan falls into the water (off a roadwalk) | |||
**<s>Is it possible to have a water splash? Without one it looks like he is falling into space.</s> | |||
*Should only be able to kill the barnacles when they open up. | |||
*If Dan dies by being pushed of a boardwalk by a jumping fish then he should not be replaced in the fish's path only to be knocked off again. | |||
*On my demo the warp zones are incorrect. | |||
*When a crystal machine is activated there should be a cut scene showing the machine coming to life - also can we show the whirlpool slowing down. | |||
*Like the crystal glow. | |||
*Barnacles need textures. | |||
*There does not appear to be a portcullis where there should be. | |||
*You cannot kill the barnacles! | |||
*Toadmen do not seem to protect themselves. | |||
====Lake ideas==== | |||
*Have to find the crystals to plug into the machines that stop the <s>lake</s> whirlpool. | |||
*Eyeball barnacles | |||
**If one of these eyes should see for longer than 2 seconds, it will shriek thus alerting the toadmen. | |||
*Turret barnacle | |||
**Once in its sights this barnacle will open up like a turret and fire away | |||
*Once alerted toadmen will pull themselves up from the ground in order to attack. Is this possible? | |||
*Toadmen will be associated with their designated barnacles. | |||
===Pumpkin Gorge=== | |||
*Moshybase * stem colour = create texture | |||
===Time Device=== | |||
*Negotiating the clockface platform; section is too easy, need to make this harder | |||
*Texture map on the huge clock puzzle needs reorienting - texture map on the door clock needs replacing. | |||
*Are the flying eyeballs going to fire electric bolts at Dan? | |||
*Do not like the rune key holder section before the rotation floor disc before the planet. | |||
*When you tell the time on the big clock there should be a sound effect (or a visual effect) to tell you you have activated 'something' - not a cut scene! | |||
*Cuckoo clock monsters need a lot of work. | |||
*Killing the eye balls appears to crash the game. | |||
*Electricity does not appear when the crystal is destroyed - no rune key. | |||
===Pools of the Ancient Dead=== | |||
*High jump potion | |||
*To reach the dragon's graveyard, Dan has to collect shields to give to the boatman. | |||
*A [[Huge Undead Knight|huge undead knight]] controls the level - Collecting the shields weakens his power - if so desired the player can destroy the knight once all of the shields have been collected. This will lead to Dan getting the Dragon Dan potion. | |||
===The Ghost Ship=== | |||
*Can we have the sky moving to suggest the ship is travelling. | |||
====More onto The Ghost Ship==== | |||
*confusing gameplay | |||
*camera problems | |||
*Changes to Time Device + The Great Machine should just be based around alterations with new game controls. No new elements! | |||
*Zarok's lair = get feedback from the others incl. knight horse monster | |||
===Demo Disc=== | |||
*You can fall through the terrain on Cemetery Hill (the paths). | |||
*Are we going to have animated grass fringe on the cliff edges. | |||
*In the church I do not like the geometry of the columns on either side of the hall. | |||
====Imps==== | |||
*Throghout a level there are a big number of dead pyres - an imp runs through these areas on a pre set course setting fire to the pyres which when lit will impeed Dan's progress. | |||
====Monster moves / combat==== | |||
*Zombies | |||
*Shadow demons } Strategies | |||
*Imps | |||
*More substance? = level interaction in connection with other levels | |||
*More plot | |||
*More use of potions (invisible potion). | |||
*Channel of water - something floating at end of water - have to get to object. | |||
*Deforming ground. | |||
*Items spread out across levels that allow other sections to open up. | |||
====Potions==== | |||
*Dragon dan (defense raises/fire breath) | |||
*Serpent | |||
*Smart bomb | |||
*Shrink potion | |||
*Firefly target | |||
*Invisible (for a limited period monsters cannot see you) | |||
*Skeleton Key (can pass through one door only) | |||
*Levitate (Dan can float upward but is unable to move - only jump) | |||
*Hit point reveal (reveals enemies hit points every time they are hit) | |||
*Name reveal (enemies name appears on screen) | |||
*Body shield aura (protects Dan from being hurt) | |||
*Body shield aura 2 ( "" but also hurts enemies) | |||
*Various weapon power ups | |||
*Power-ups | |||
*??? | |||
===Scarecrow Fields=== | |||
*Scarecrows should jump a lot? | |||
*Change hay carts (static) to hay stacks | |||
*Corn killer sprite (tail?) design | |||
*Scarecrow only killed with swords and not projectiles. | |||
====Potions==== | |||
*Turn doors transparent (Allows Dan to see through doors but not pass through) | |||
*Freeze enemies (Very limited freeze effect) | |||
*Free mechanisms (Same as above but on mechanical problems such as firing statues) | |||
*Longer jump (to reach far away areas) | |||
*Destroy demonic plant life | |||
==Navigation== | |||
{{Empty section|Navigation}} | |||
{{Images requested}} | |||
[[Category:Transcripts]] |
Latest revision as of 23:19, 24 August 2023
|
This page features a transcription of the contents of Jason Wilson's A6 Daler Spiral Pad as seen in the MediEvil's design history video.
Transcript
Cover
Fri 9-1-98
12 Days (circled)
Need to outline
- H.P. of weapon on a monster
- Level map = routes
- Coin system = buy weapons etc
- More attacks
- Monster attacks = orchestration
- Learning curve = help gargoyles.
- Distinctive pattern of play = clues.
- 65% action, 35% puzzles
- Need to design the shop!!
- New weapon effects
- Q.A. testing
- Look at map redesign
MediEvil Tues. Jan.
- 30th June without Time Device/Great Machine.
- Big levels: Sleeping Village, Haunted Ruins, Pools of the Dead
- Dragons Graveyard is lost?
- Ant Caves
Asylum Grounds
↓
Pools of the Ancient Dead
Enchanted Earth
↓
MediEvil Meeting (6-1-98)
- 3 Months!!
- Too many boulders.
- 5 levels for the Disc.
- No Scarecrow Fields.
- Nina is gathering info for unfinished work.
- Mike is helping James.
- More of a plot depth to the game.
City of Madness
- A.G. = Paul/Sam
- A.C. = Matt/James
- T.D. = Matt/James
- E.E. =
- ??? = Paul/Sam
- G.G. = James/Matt
- S.V. = Paul/Sam
- P.G. = Derek
- Z.L. = Derek
- D.C. = Chris
- C.H. = Chris
- C.S. = Matt/James X
- H.R. = Dan/Sam
The Great Machine
- The Switch (|) has big clipping problems.
- The skull door teleports need textures.
- When teleporting there needs to be an effect or a camera track to suggest Dan is being sucked through pipes.
- The conductor top needs textures.
- Not too happy with the textures on the big skull at the start of the level.
- The carriage on the train needs proper textures.
- Dan can easily fall off the train.
- The train carriage can merge with the train when the train stops moving.
- It is hard to see if you have actually moved a level (as the camera is top down). Movable platform needs sorting (it is black at the moment).
- Metal gauntlets that move conveyor belts need textures.
- The big chain on the first lift needs re-texturing.
- Big wooden wheels need re-texturing.
- The animated chimneys need to be enlarged - they look too puny at the moment.
- Boilers need to breathe out fire when active.
- The warp zones are a bit displaced.
- Dan is far too slippy!
- Trainwheel texture needs to be alpha channel.
- Do not like the fire that comes out of the mouth of the boy robot machine.
- Box robot machine needs proper textures.
- Edges of floor surfaces are a fookin nightmare!!!
- Pounding up/down drums need textures
Improvements
- Better Dan controls
- Cut sequences
- Secrets = mechanisms
- Devices that must take effect on other levels
The Lake
- The L shape mechanism needs to be redesigned as I do not like the current machine.
- When Dan falls into the water (off a roadwalk)
Is it possible to have a water splash? Without one it looks like he is falling into space.
- Should only be able to kill the barnacles when they open up.
- If Dan dies by being pushed of a boardwalk by a jumping fish then he should not be replaced in the fish's path only to be knocked off again.
- On my demo the warp zones are incorrect.
- When a crystal machine is activated there should be a cut scene showing the machine coming to life - also can we show the whirlpool slowing down.
- Like the crystal glow.
- Barnacles need textures.
- There does not appear to be a portcullis where there should be.
- You cannot kill the barnacles!
- Toadmen do not seem to protect themselves.
Lake ideas
- Have to find the crystals to plug into the machines that stop the
lakewhirlpool. - Eyeball barnacles
- If one of these eyes should see for longer than 2 seconds, it will shriek thus alerting the toadmen.
- Turret barnacle
- Once in its sights this barnacle will open up like a turret and fire away
- Once alerted toadmen will pull themselves up from the ground in order to attack. Is this possible?
- Toadmen will be associated with their designated barnacles.
Pumpkin Gorge
- Moshybase * stem colour = create texture
Time Device
- Negotiating the clockface platform; section is too easy, need to make this harder
- Texture map on the huge clock puzzle needs reorienting - texture map on the door clock needs replacing.
- Are the flying eyeballs going to fire electric bolts at Dan?
- Do not like the rune key holder section before the rotation floor disc before the planet.
- When you tell the time on the big clock there should be a sound effect (or a visual effect) to tell you you have activated 'something' - not a cut scene!
- Cuckoo clock monsters need a lot of work.
- Killing the eye balls appears to crash the game.
- Electricity does not appear when the crystal is destroyed - no rune key.
Pools of the Ancient Dead
- High jump potion
- To reach the dragon's graveyard, Dan has to collect shields to give to the boatman.
- A huge undead knight controls the level - Collecting the shields weakens his power - if so desired the player can destroy the knight once all of the shields have been collected. This will lead to Dan getting the Dragon Dan potion.
The Ghost Ship
- Can we have the sky moving to suggest the ship is travelling.
More onto The Ghost Ship
- confusing gameplay
- camera problems
- Changes to Time Device + The Great Machine should just be based around alterations with new game controls. No new elements!
- Zarok's lair = get feedback from the others incl. knight horse monster
Demo Disc
- You can fall through the terrain on Cemetery Hill (the paths).
- Are we going to have animated grass fringe on the cliff edges.
- In the church I do not like the geometry of the columns on either side of the hall.
Imps
- Throghout a level there are a big number of dead pyres - an imp runs through these areas on a pre set course setting fire to the pyres which when lit will impeed Dan's progress.
Monster moves / combat
- Zombies
- Shadow demons } Strategies
- Imps
- More substance? = level interaction in connection with other levels
- More plot
- More use of potions (invisible potion).
- Channel of water - something floating at end of water - have to get to object.
- Deforming ground.
- Items spread out across levels that allow other sections to open up.
Potions
- Dragon dan (defense raises/fire breath)
- Serpent
- Smart bomb
- Shrink potion
- Firefly target
- Invisible (for a limited period monsters cannot see you)
- Skeleton Key (can pass through one door only)
- Levitate (Dan can float upward but is unable to move - only jump)
- Hit point reveal (reveals enemies hit points every time they are hit)
- Name reveal (enemies name appears on screen)
- Body shield aura (protects Dan from being hurt)
- Body shield aura 2 ( "" but also hurts enemies)
- Various weapon power ups
- Power-ups
- ???
Scarecrow Fields
- Scarecrows should jump a lot?
- Change hay carts (static) to hay stacks
- Corn killer sprite (tail?) design
- Scarecrow only killed with swords and not projectiles.
Potions
- Turn doors transparent (Allows Dan to see through doors but not pass through)
- Freeze enemies (Very limited freeze effect)
- Free mechanisms (Same as above but on mechanical problems such as firing statues)
- Longer jump (to reach far away areas)
- Destroy demonic plant life
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