Jump to content

Jason Wilson's notes: Difference between revisions

no edit summary
(Created page with "{{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.|...")
 
No edit summary
Line 1: Line 1:
{{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]]}}
==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===
*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
*??? =
*G.G. = James/Matt
*S.V. = Paul/Sam
*P.G. = Derek
*Z.L. = Derek
*D.C. = Chris
*C.H. = Chris
*??? = Matt/James X
*??? = 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 ??? 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
[[Category:Sources]]