Re:Here's a mad idea...
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A FrightKnight chasing the player? I like the sound of that...
But then I would, wouldn't I?
No problem with permission if you wanted to use my character, incidentally, although what use you'd have for him besides killing I wouldn't know.
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Well FK, since you had the (albeit posthumous) distinction of putting me out of the Battle Royale, I was going to ask you if I could include you anyway! Your main use would be killing, and of course controlling the Causeways. However, I was going to 'humanise' you insofar that you would say stuff. Just like you would in the Surrounds. In fact, I had you pencilled in as the Hands/Lissard character, who did all of Fear's dirty work (and takes all his sh*t when it goes wrong).
Remember our first ever glimpse of Lord Fear in the Spyglass, and all those mindless FKs were zooming around behind him? It would be like that, 'cept with just the one FK, and Fear would be agitated and coming out with lines like "Look, would you just halt the damned pacing back-and-forth, tinhead? You're making me sick just looking at you" and Frightknight would stop what he was doing and come back with a retort like "Sorry your Lordship, I was just trying to look busy so you wouldn't give me any messy jobs to do" or something a lot funnier.
You will naturally be afforded the opportunity to take a few Dungeoneer heads along the way. Interested? Thought so.
By the way, dropping ceilings, along with all other gruesome means of dispatch, will be heavily featured.
I've streamlined my development process, and have got it down to about one complete room per day. That incudes architecture, lighting, incidental detail, objects, traps and events. I knocked up the First Ever Dungeon Room (the one with the four portals) yesterday. I've designed it in monochrome, so I can apply various shading, tinting and lighting at a moment's notice. I even hand-drew a passable Dungeoneer, who stood impassively within the echoing chamber. Unfortunately, that's all he does.
My animation skills are suspect at the best of times, and I may have to liberally hack the good old Doom .wad file for a brief lesson in economical character animaton. My plight is that I have to create animations for the dungeoneer standing, walking, running, turning, jumping, ducking and being killed. In eight different directions. In fact, it's really only the animation that is holding the project back at the moment - that and the horrendously convoluted maths required to get the dungeoneer moving in 3D space.
I'm sad to say that I've had to push the final release date back indefinitely. The end of this month, which was the original deadline, will now be the release date for the first playable demo of Level 1. I hope you won't be too disappointed. This does NOT mean the project will be scrapped - indeed, I'm working on it harder now that I ever have. Stick with me.
I'll be back with some new screens in the next week or so.
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FK as Lord Fear's assisstant?
LOVELY.
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FrightKnight as the assistant would be good
So will the game have music, sound and voices or will the text just appear on the screen?
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The game will feature spot effects (spellcasting, footsteps, doors closing, death-knells etc) and ambient loops (dripping of caves, wind, sinister groans). There may be the occasional jingle but probably not a lot of music. I refer you to my earlier note that this is a browser game, and that I'm trying to keep it as streamlined and compact as possible. Voices will therefore not be included. The dialogue will be written in scrolls that appear in the top-left hand corner of the screen. Anyone who's played *Final Fatnasty * [sic] or Parasite Eve 2 will know what to expect from the dialogue. Anyone expecting *Metal Gear Solid * should probably go elsewhere.
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Hi everyone. Just thought I'd come out of hiding to give you a quick update on how things are progressing.
I've been very quiet round here of late, and with good reason. Remember I said that one of my clients had scrapped their design brief and I was free to dedicate all my time to The Deeper Dungeons? Well, true to form, they came back to me last week and reinstated the project. Plus, they're currently discussing my fee and potential hiring on a semi-permanent basis. Of course, the brief has changed, so I've been forced to start from scratch. Still, it's a pretty impressive turnaround.
I'm sure some of you can see where this is going, so I'll cut straight to it - I have had to temporarily suspend work on The Deeper Dungeons until further notice. This does NOT mean the project is being scrapped - as I've reiterated countless times, I am 100% committed to seeing the project through to its completion. It simply means that I have other priorities to attend to. I stated this unequivocally at the beginning of the project, and I hope you all understand.
The game engine is practically complete, so the next phase will be character and level design. I will be posting new developments as and when they happen. As a guide though, my current brief has a projected deadline six weeks from now. So who knows, I might have a nice little Hallowe'en present for everyone when I return.
Thanks for your patience. This thread will remain open, so please continue to submit your ideas and queries in the meantime.
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Hallowe'en? Perfec'!
As long as you don't rush it out like Driv3r, or something, there should be nothing wrong.
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No, it will not be a Driver 3, Enter The Matrix or Bruce Lee situation. I am like the Grolsch brewery - I'll only let you play it when it's ready.
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If Grolsch made computer games . . . or is that someone else?
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If Grolsch made computer games . . . or is that someone else?
You're thinking of Carlsberg.
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Oh goody. A non commercial game going by the standards the commercial game world should be going by. Well, commercially there is the occasional 'when it's ready', but most of those are by the smaller companies (eg, Lionhead).
lol, you obviously didn't play Black and White then...

As for the game, just keep plodding away - it will be all the more satisfying when you finally finish...for everyone concerned.
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Oh, I played Black and White. And it's a great game. The reason people, for the most part, don't think much part is that they developed the concept about 70 degrees angular from the direction people were expecting them to take. I hear Black and White 2 will be more in line with what people expected Black and White 1 to be than an actual sequel.
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