Jason Wilson's notes

    From Gallowpedia, the MediEvil Wiki. You'll be dying to read!
    "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
    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 lake 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 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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