Draft:Chris Sorrell: Difference between revisions

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'''Chris Sorrell''': I’d certainly love to work with Sir Dan one more time and I have lots of ideas that I think would make for a great new MediEvil game. Sadly I think it’s an unlikely prospect since I no longer work for Sony, not to mention how times have changed in the years since Dan first left his crypt.
'''Chris Sorrell''': I’d certainly love to work with Sir Dan one more time and I have lots of ideas that I think would make for a great new MediEvil game. Sadly I think it’s an unlikely prospect since I no longer work for Sony, not to mention how times have changed in the years since Dan first left his crypt.
===May 7, 2013<ref>http://sirdanielfortesque.proboards.com/post/12677</ref>===
===MediEvil Boards Q&A===
====May 7, 2013<ref>http://sirdanielfortesque.proboards.com/post/12677</ref>====
'''1) '''In one of the files of the prototype, there is an item called the "Trident". Was this intended to be a weapon in the game? If so, what would its use have been like (melee or ranged attack)?
'''1) '''In one of the files of the prototype, there is an item called the "Trident". Was this intended to be a weapon in the game? If so, what would its use have been like (melee or ranged attack)?


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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 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.
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 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.
===May 7, 2013 - additional Q&A<ref>http://sirdanielfortesque.proboards.com/post/12662</ref>===
====May 7, 2013 - additional Q&A<ref>http://sirdanielfortesque.proboards.com/post/12662</ref>====
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?


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CS - I don't think the image has any real significance - just a texture created by Jason to convey the feel of a worn away ancient mosaic. ...It seems to be a Roman centurion which doesn't make it an image that's especially 'true' to the MediEvil world, but then again we never really defined where (or when) the game is set... Since MediEvil 2 was in Victorian London, its fair to say that Gallowmere must have been a 'Dark Ages' realm somewhere in Europe and hence somewhere most likely ruled by the Roman empire a good while before that? :)
CS - I don't think the image has any real significance - just a texture created by Jason to convey the feel of a worn away ancient mosaic. ...It seems to be a Roman centurion which doesn't make it an image that's especially 'true' to the MediEvil world, but then again we never really defined where (or when) the game is set... Since MediEvil 2 was in Victorian London, its fair to say that Gallowmere must have been a 'Dark Ages' realm somewhere in Europe and hence somewhere most likely ruled by the Roman empire a good while before that? :)
===June 24, 2013<ref>http://sirdanielfortesque.proboards.com/post/12898</ref>===
====June 24, 2013<ref>http://sirdanielfortesque.proboards.com/post/12898</ref>====
'''1)''' In one of the early builds of MediEvil, there is an item called the "Lake Key". What was this to be used for?
'''1)''' In one of the early builds of MediEvil, there is an item called the "Lake Key". What was this to be used for?


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#He was a character rooted on the spot who threw bottles at you - i.e. very easy and not very interesting for the player to take out!
#He was a character rooted on the spot who threw bottles at you - i.e. very easy and not very interesting for the player to take out!


===June 24, 2013 - additional Q&A<ref>http://sirdanielfortesque.proboards.com/post/12909</ref>===
====June 24, 2013 - additional Q&A<ref>http://sirdanielfortesque.proboards.com/post/12909</ref>====
'''1)''' There is a level called the "Programmer's Playground" listed among the other levels in the code. What exactly was the purpose of this zone?
'''1)''' There is a level called the "Programmer's Playground" listed among the other levels in the code. What exactly was the purpose of this zone?


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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).
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).
===July 24, 2013<ref>http://sirdanielfortesque.proboards.com/post/13209</ref>===
====July 24, 2013<ref>http://sirdanielfortesque.proboards.com/post/13209</ref>====
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 RetorGamer that you had several ideas written down for the MediEvil sequel, one of which involved the game being set in Victorian London.  
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 RetorGamer that you had several ideas written down for the MediEvil sequel, one of which involved the game being set in Victorian London.  
www.meanmachinesmag.co.uk/upload/media/scans/medievil_retrogamer.pdf
www.meanmachinesmag.co.uk/upload/media/scans/medievil_retrogamer.pdf