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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