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'''CS''' - That's really part of the grander notion that we originally had for the Asylum - that you'd complete the maze and then go inside, playing a side-viewed platform section as Morten. That platform section never materialized, and we ended up almost having to cut the Asylum interior altogether - until we realized that we could pretty easily create those 'Smash TV' style attack rooms that we finally shipped with. ...Sometimes you put a lot of effort into something and it doesn't pan out and other times something really simple to create totally pays off as those I think those rooms did. | '''CS''' - That's really part of the grander notion that we originally had for the Asylum - that you'd complete the maze and then go inside, playing a side-viewed platform section as Morten. That platform section never materialized, and we ended up almost having to cut the Asylum interior altogether - until we realized that we could pretty easily create those 'Smash TV' style attack rooms that we finally shipped with. ...Sometimes you put a lot of effort into something and it doesn't pan out and other times something really simple to create totally pays off as those I think those rooms did. | ||
'''4)''' This is a bit of an oddball; there's a message in the beginning of the [[The Graveyard (MediEvil)|Graveyard]] level which talks about "visitors from space in sci-fi movies and how | '''4)''' This is a bit of an oddball; there's a message in the beginning of the [[The Graveyard (MediEvil)|Graveyard]] level which talks about "visitors from space in sci-fi movies and how genetic cloning is making Mary Shelley's Frankenstein closer to reality"; | ||
[[File:Prototypebook.jpg|thumb|left|300px]] | [[File:Prototypebook.jpg|thumb|left|300px]] | ||
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I think you guys have discussed the Jabberwocky level on the forum and got it pretty much right - it was a chase section where Dan was pursued by the Jabberwocky that ultimately we see only in [[FMV]]. I did do a little work on this sequence myself (which was unusual because it was the only actual level programming that I did), and it wasn't really working out either in terms of fun gameplay or our ability to make a convincing looking forest chase within our tiny geometry budget so cutting this one was an easy choice (I think I'd been playing too much Crash Bandicoot!). The Halls of Illusion were going to feature lots of mirror based puzzles and [[Doppelganger|doppelganger Dans]] that you'd have to fight. This was another one where the concept was a little more ambitious than our relatively humble tech could really accommodate without consuming way too much development time.<ref>{{Icon|Proboards}} {{cite web|url=http://sirdanielfortesque.proboards.com/post/12662|title=Interview with Chris Sorrell|site=MediEvil Boards|published=May 7, 2013}}</ref> | I think you guys have discussed the Jabberwocky level on the forum and got it pretty much right - it was a chase section where Dan was pursued by the Jabberwocky that ultimately we see only in [[FMV]]. I did do a little work on this sequence myself (which was unusual because it was the only actual level programming that I did), and it wasn't really working out either in terms of fun gameplay or our ability to make a convincing looking forest chase within our tiny geometry budget so cutting this one was an easy choice (I think I'd been playing too much Crash Bandicoot!). The Halls of Illusion were going to feature lots of mirror based puzzles and [[Doppelganger|doppelganger Dans]] that you'd have to fight. This was another one where the concept was a little more ambitious than our relatively humble tech could really accommodate without consuming way too much development time.<ref>{{Icon|Proboards}} {{cite web|url=http://sirdanielfortesque.proboards.com/post/12662|title=Interview with Chris Sorrell|site=MediEvil Boards|published=May 7, 2013}}</ref> | ||
====May 7, 2013 - additional Q&A==== | ====May 7, 2013 - additional Q&A==== | ||
1) An English disk of ''MediEvil 1'' has been uploaded online in Spain, and this version is a full build of ''MediEvil 1'' but contains several minor differences from the game we're familiar with. A main difference is that the battle-axe is obtainable during the first visit to the Hall of Heroes. Do you know if this was a beta version of the game? If so, would you have an idea of how it got to be in Spain? | '''1) '''An English disk of ''MediEvil 1'' has been uploaded online in Spain, and this version is a full build of ''MediEvil 1'' but contains several minor differences from the game we're familiar with. A main difference is that the battle-axe is obtainable during the first visit to the Hall of Heroes. Do you know if this was a beta version of the game? If so, would you have an idea of how it got to be in Spain? | ||
CS - I don't recall anything that would explain this one, sorry... Perhaps it was a review build (i.e. pre-release code) that was leaked? As far as I recall, our shipped European builds of the game were all created at the same time and differ only by the languages present on the disk (was it two per disk, I don't recall?). Spain wouldn't have received an official version that shipped with English as a default and there were never any intentionally released Beta builds. North America had a very slightly different build - actually with one or two more (minor) bugs since our US ship date was slightly earlier. | '''CS''' - I don't recall anything that would explain this one, sorry... Perhaps it was a review build (i.e. pre-release code) that was leaked? As far as I recall, our shipped European builds of the game were all created at the same time and differ only by the languages present on the disk (was it two per disk, I don't recall?). Spain wouldn't have received an official version that shipped with English as a default and there were never any intentionally released Beta builds. North America had a very slightly different build - actually with one or two more (minor) bugs since our US ship date was slightly earlier. | ||
2) This question is just related to an image in ''MediEvil 1'', which is found in the "[[The Gallows Gauntlet|Gallows Gauntlet]]" stage; | '''2)''' This question is just related to an image in ''MediEvil 1'', which is found in the "[[The Gallows Gauntlet|Gallows Gauntlet]]" stage; | ||
[[File:Romantexture.png|thumb|left]] | [[File:Romantexture.png|thumb|left]] | ||
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I wouldn't say this was a problem so much with the ''MediEvil'' team, but quite often programmers really don't like having to actually 'play' a game in order to test out features that they're working on - having a test environment allows them to jump right to the content they need (quite a time saving when you need to try out something many many times as you're hooking stuff up or trying to recreate a bug).<ref>{{Icon|Proboards}} {{cite web|url=http://sirdanielfortesque.proboards.com/post/12909|title=Another interview with Chris Sorrell|site=MediEvil Boards|published=June 24, 2013}}</ref> | I wouldn't say this was a problem so much with the ''MediEvil'' team, but quite often programmers really don't like having to actually 'play' a game in order to test out features that they're working on - having a test environment allows them to jump right to the content they need (quite a time saving when you need to try out something many many times as you're hooking stuff up or trying to recreate a bug).<ref>{{Icon|Proboards}} {{cite web|url=http://sirdanielfortesque.proboards.com/post/12909|title=Another interview with Chris Sorrell|site=MediEvil Boards|published=June 24, 2013}}</ref> | ||
====July 24, 2013==== | ====July 24, 2013==== | ||
Hey Mr. Sorrell, I have something that I've been hoping for some time to ask; it's about ''MediEvil 2'' and your involvement with the project. I read in the interview with RetroGamer that you had several ideas written down for the ''MediEvil ''sequel, one of which involved the game being set in [[London|Victorian London]]. | '''1)''' Hey Mr. Sorrell, I have something that I've been hoping for some time to ask; it's about ''MediEvil 2'' and your involvement with the project. I read in the interview with RetroGamer that you had several ideas written down for the ''MediEvil ''sequel, one of which involved the game being set in [[London|Victorian London]]. | ||
If it's alright, I'd like to ask what other ideas you may have had for ''MediEvil 2'' or, more specifically, what direction you would have taken the game in if you had directed it. Would characters like Kiya and the Professor have existed in your version? | If it's alright, I'd like to ask what other ideas you may have had for ''MediEvil 2'' or, more specifically, what direction you would have taken the game in if you had directed it. Would characters like Kiya and the Professor have existed in your version? | ||
'''Chris Sorrell '''- I really only had a few high concept ideas in mind for ''MediEvil 2''. These were: that it could be set in Victorian times, but instead of playing as Sir Dan, you would play as [[Sir Henry Fortesque]], a more recently deceased descendent of Sir Dan's (much like the way they reincarnated the same character in the UK TV show Black Adder). I had a sketch I'd done late one night while working on M1 of Sir Henry wearing a tattered Victorian cape, top-hat and monocle. Also in that sketch was a owl that I had in mind as the game's 'mentor'. …And I had a few random ideas of story/world elements that might be incorporated, a couple that I recall being [[Jack the Ripper|Jack-the-Ripper]] and - as an end of game boss - [[Queen Victoria]] who, due to some crazy magic had been inflated into a fifty foot tall lumbering giant zombie under the spell of the game's antagonist. | |||
Chris Sorrell - I really only had a few high concept ideas in mind for ''MediEvil 2''. These were: that it could be set in Victorian times, but instead of playing as Sir Dan, you would play as [[Sir Henry Fortesque]], a more recently deceased descendent of Sir Dan's (much like the way they reincarnated the same character in the UK TV show Black Adder). I had a sketch I'd done late one night while working on M1 of Sir Henry wearing a tattered Victorian cape, top-hat and monocle. Also in that sketch was a owl that I had in mind as the game's 'mentor'. …And I had a few random ideas of story/world elements that might be incorporated, a couple that I recall being [[Jack the Ripper|Jack-the-Ripper]] and - as an end of game boss - [[Queen Victoria]] who, due to some crazy magic had been inflated into a fifty foot tall lumbering giant zombie under the spell of the game's antagonist. | |||
I don't know if every one of those ideas would have stuck had I directed M2 myself, but I passed them all over to James Shepherd during a couple of meetings we had at the start of the project. After the first such meeting a couple of things we'd been discussing clicked together and I went into the second session with a sketch of Dan's head atop one of the severed hands - the basis for [[Dan-hand]]. | I don't know if every one of those ideas would have stuck had I directed M2 myself, but I passed them all over to James Shepherd during a couple of meetings we had at the start of the project. After the first such meeting a couple of things we'd been discussing clicked together and I went into the second session with a sketch of Dan's head atop one of the severed hands - the basis for [[Dan-hand]]. | ||
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On balance I was probably more in tune with what they did in M2 than the changes that were made in MPSP.<ref>{{Icon|Proboards}} {{cite web|url=http://sirdanielfortesque.proboards.com/post/13209|title=Interview with Chris Sorrell|site=MediEvil Boards|published=July 24, 2013}}</ref> | On balance I was probably more in tune with what they did in M2 than the changes that were made in MPSP.<ref>{{Icon|Proboards}} {{cite web|url=http://sirdanielfortesque.proboards.com/post/13209|title=Interview with Chris Sorrell|site=MediEvil Boards|published=July 24, 2013}}</ref> | ||
===RETRO=== | |||
====July 25, 2015==== | |||
{{cite web|site=gamesTM|title=RETRO - Behind the scenes of MediEvil|type=PDF file|published=July 25, 2015|url=https://www.gamestm.co.uk/features/behind-the-scenes-of-medievil/}} | |||
==Gallery== | ==Gallery== | ||
<gallery orientation="landscape"> | <gallery orientation="landscape"> |