badlands : the chimera project
The heart of Badlands is interested in going Startup. Our first project is an add-on pack for Myth.
We hope for direct support technically and perhaps financially from Bungie; that they will even
produce and distribute the final product as they did with Marathon Infinity. We anticipate a release
date of June, 1999.
Development team: Chris Barrett (plague), James Trevett (Setik), John Scott (Bellendaine), Darren
Bahr (Khayman)
Code Name Chimera
- December 18, 1998 -
Note: this is a preliminary document, all aspects are subject to change
Specs
15-20 solo levels. Solo levels will be implemented with cooperative net play in mind. There may be a tangential level
that has to be played cooperatively.
5-8 net levels
The plot will be crucial not only to create an intriguing suspension of disbelief, but for marketability and rationale for a
consumer to purchase an additional Myth2 product; while this represents the beginnings of our thoughts, they will be
ironed and expanded upon in greater detail as the project continues.
The final product needs to be big, 400-600 megs, and needs to be complete in order to run. We want to inhibit piracy of
this product.
Target retail price is $30.
Target sales: 200,000 units.
Project completion no later than June 1, 1999.
Staff
While the four of us will each be closely involved with most or all phases of development, we will have specializations:
Chris Barrett (plague) - Artist in Chief
James Trevett (Setik) - Map Design and Scripting
John Scott (Bellendaine) - Map Design and Scripting
Darren Bahr (Khayman) - 3D Artist
Setting
Encompass as much of the Myth world as possible, but focus on the southeastern part of the continent – Covenant
(there's an unnamed isle off the coast marked with a ruin which would make a perfect area for Chimera's lair)
Story
Some thirty-three years since the historic defeat of Soulblighter, a new dark threat is rising in the South. His star pupil,
and some say his lover, has been honing her powers and her thirst for revenge. Chimera has perfected the art of
shapeshifting and is able to take on almost any persona imaginable, from disarming beauty to quaking juggernaught. She
has quietly been collecting her forces to seize control of the world– once she has that a clear path to tapping the magical
energies of the realm will not be impeded. She intends to cast a spell that will restore Soulblighter.
A Journeyman, in his meditations, has discerned this shift in the order. A long pilgrimage to, and an audience with,
Alric revealed that he was not alone; the great King has shared his concerns, also without being able to pin them down.
Alric has charged this Journeyman with putting together a force to seek out this dark tide. Towards that end, Alric has
recommended that he seek out the help to Tod Maerin, a warrior without equal who turned down a promotion to general
to become a forest recluse.
Our story begins with the Journeyman's search for Maerin
Solo Levels - Concepts
The main thrust of this scenario will start with one unit, build up a squad. While most levels will center around
relatively few units, there will also be some levels where you are in control of a larger armies.
The will likely focus on the retrieval and delivery of an artifact which will entrap Chimera.
Difficulty levels will make a very large difference. Even "Normal" will be challenging.
Veteran units will be paramount; you will need to keep most of the core troops intact to finish. The core units should be
individuals whom the player comes to know very well (strengths and weaknesses), and comes to care about. Perhaps
some custom troops (e.g. a faster berserk, or an archer who could shoot farther but not as accurate as hero.)
You might have to sacrifice one of these favorite units to complete a tasking – player's choice/dilemma.
At some point one of your allies should turn on you, lead you into a trap, an ambush, or in the middle of a battle, turn
and kill one of you and run off.
We are considering having 2-3 separate starts involving parallel plots which converge. The protagonists could be:
Berserk, journeyman, dwarf/archer hero (both or choice.) If multiple starts, the protagonists would come from different
climates/regions.
There might be 3 major battle levels. One siege, one defense, and one battlefield.
Each level should have a distinct ambiance. Genres for the various levels:
desert - 08 Goblin Hordes
forest - 02 Forest Heart
snow - 16 Containment of Chimera
mountain - 16 Containment of Chimera
beach
savannah
canyons
marsh - 05 Crypt Escape
barren
rockscape
lake/cove with lots of stepping stone islands
or terrain laced with meandering rivers
pastoral - 01 House in the Woods
burned forest - 06 The Razing of Forest Heart
light city
dark city - 12 Inside The Castle Walls
town
remains of a city - 15 In Defense Of Ruins
battlefield - 16 The Last Battle
indoor castle - 13, 14 Inside the Castle
dungeons - 11 Dungeon break
River of Fire - 06 The Razing of Forest Heart (?)
Acid Fog (net Summoner like) - 09 Tomb of the Unknown/11 Dungeon break
Toxic Sludge - 09 Tomb of the Unknown
night - 09 Tomb of the Unknown
rain
Hunting
Prey - 05 Crypt Escape
Solo Levels
01 A House In The Woods
Something is afoot. We have felt it for some time now: a gradual unease waxing in the peace that has
reigned since Soulblighter's defeat some thirty-three years past. I was granted an audience with Alric, and
was both relieved and concerned that he had felt it too.
The relief quickly vanished. Alric, in his wisdom, has sent me to find Captain Maerin, the great warrior
leader of the last crusade against darkness. Legend has it that he is now a recluse in these woods, far
from any beaten path.
The villager seemed to know his way, but left me hurriedly with a nervous apology as night began to fall.
The cabin cannot be too much farther, but I must hurry as the darkness brings a strange dread this night.
01 A House In The Woods - Recruit Maerin - Start at the Stair of Grief in the Cloudspine. The Journeyman is sent by
Alric to summon the services of Warrior Captain Tod Maerin – the man who led the forces of light against Soulblighter.
Captain Maerin is now a recluse, and, with the help of a Druid, has set natural wards to ensure he is left undisturbed.
Task: with 1 Super Journeyman, navigate the wilds to the Captain's cottage – do not destroy his natural wards (wildlife
protectors.)
A guide brings you to the start of the first level, but he wont go any further – these woods are alive, or evil and creepy,
or he's heard tales of people never returning. Regardless, he takes off leaving you there. His leaving triggers a wolf
howling... the Journeyman says: "I better hurry, nighttime will be here soon."
You are going through the woods and encounter some wolves – some things to avoid/attack... only animals though. As
you progress, its getting steadily darker, you find yourself in a moodier part of the map. All of a sudden 12-16 wolves
circle around you out of the darkness and you think you've met your fate, until a cloaked figure [Link] this Maerin?
Is is too late? Are you Purina Wolf Chow? None of the above – the figure calls them off, and then a warrior appears at
his side.
We are going to need some pretty imaginative scripting to keep this level interesting without any significant
[Link] will be wolf attacks and the unenlightened Journeyman will kill them until he meets the druid. There
could also be a few straggling dark units... ghasts and thrall maybe.
Chimera may watch the proceedings in the guise of a large bat. She would not be identified, save perhaps a tag of
"Suspiciously Large Bat." But she might observe all the early levels in various embodiments, showing that she is aware
what is going on, long before we are.
02 Return To Forest Heart
Ever since I met Maerin, I have acted as his protector in these wilds. The irony was not lost on either of
us – the lamb guarding the lion – but these woods have always been my home and no man nor beast
knows them better. Even the mightiest warrior is at peril unless he knows the battlefield and the enemy.
He has been a good neighbor, and as close to a friend as I am likely ever to have, so I suppose that it is
only natural that I continue with him for a while. I can never leave the woodlands, but while his path lies
beneath these boughs I shall fight, bleed, and if need be, die at his side.
A score of seasons has passed since the Great Ghol Invasion of Forest Heart. The wolves and I have kept
their foul kind from our corner; but they grow bolder each year and it is only a matter of time. So there is
self-interest in the mission at work as well. I should be able to draw several dozen wolves to our aid; they
will all be needed if we are to free Forest Heart and the Fir'Bolg from the tyranny of the Ghols.
02 Return To Forest Heart - Maerin has been persuaded to aide Alric. He will require the best bowmen in the world –
the Fir'Bolg. The Journeyman, Maerin, and Druid, fight the ghol containment of the Fir'Bolg in the Forest Heart. (The
ghols were infamous for repressing the dwarves have done the same to the Fir'Bolg now.) The Druid musters wolves and
others to fight. He would be able to fight in this level because it is in the forest (he will never leave his woodland home).
He can then be shelved and make a surprise reappearance later in the plot. The wolves of the forest will be the bulk of
the fighting force... as long as the Druid is a live to command them. Perhaps the druid can use manna to heal the wolves
even over long distances, but as they die, they take health away from the Druid. The druid in turn can be healed by the
Journeyman, as long as his roots hold out.
03 Crypt Assault
If the tales of Maerin are half true then I suppose I should be happy for this new detail. But I have been in
the command of so-called greats before and have earned my suspicions with all manner of scars. Those
who have survived long enough to garner a reputation have all too often done so on the backs of the
fodder they commanded. Charran used us a human shields at Byrnewood, and yet the bards immortalize
him for the ages. I am loathe to give my trust so easily again.
Today death is on all our minds as we march on the great Temple and crypt of Mordurn. My father and
his forefathers had all made their pilgrimages to this sacred spot, and surely they must be turning un their
graves knowing that Mordurn has been overrun by the powers of darkness. I have not been told what we
hope to gain once there, but her relics are fabled and I need no other persuasion that we can aid our
cause by retaking this shrine
Though our numbers are small, we have arranged to meet another detachment from the west. Their
numbers are in the dozens, or at least they were last week, and they have sworn their allegiance to
Maerin. The rendezvous is not much farther and I expect my unease will be softened with them at our
side.
03 Crypt Assault - getting to the Crypt/Temple. We introduce regular dwarves on this level.
The Fir'Bolg, grateful for their rescue and learning Alric's intent, inform Maerin of the Sword of Power- Artur. They will
not venture in force into the Myrkridia(?) held lands to capture this incredible artifact, but insist that this will be needed
to destroy Chimera. To bring the Fir'Bolg out of Forest Heart on this quest, the Sword of Power must be found. Task:
with the Journeyman, Maerin, a squad of warriors, and 4-6 Fir'Bolg, get to the Crypt of Mordun through Myrkridia held
territory. There will also be 2 dwarves to rescue to help in the crypt.
04 Tale From The Crypt - Inside the Temple. Introduces our special Dwarf hero; he gets raised from the dead in the
crypt. The crypt is inhabited by scores of ghasts, and a shade (one of Chimera's generals.) Task: with the Journeyman,
Maerin, the crack squad, the archers, and the dwarves (if rescued,) fight through the crypt and capture the sword.
05 Crypt Escape - Level of prey. Upon exiting the crypt, Maerin and his troop are met by Chimera. At first they are
beguiled by her beauty, but soon know terror as she chases them through the marshes in far more fearsome manifestation
(one possibility here is Setik's hornet sprite). Along the way, they pick up some stragglers, including a pair or mortar
dwarves. When they are finally able to hold her at bay, she then wheels around and taunts the Fir'Bolg: "Just wait 'til
you see what my minions have wreaked on your precious Forest Heart!" Chimera flies off in a hideous cacophony of
laughter. Introduces mortar dwarves.
06 The Razing of Forest Heart (Epic Battle 1) - Introduces our special Fir'Bolg Hero. Upon hearing the threat, the
band returns posthaste to Forest Heart. It is being consumed by a fire so fierce that even the river is ablaze. They find the
druid, and present him with a talisman recovered from the crypt. This new magic and his new found rage transform him
into an Elementalist, in control of the ultimate forces of nature. He is able to quell much of the fire with a heavy rain,
but alas the noble forest still has been reduced to smoldering ashes. The first epic battle ensues with wave after wave of
enemy is vanquished in what was supposed to have been a trap set by Chimera. Our troops are bolstered by scores of
Fir'Bolg and, of course, the Elementalist who calls down lighting from the sky to smite the oncoming army. Near the
end of the level, we also glimpse the Forest Giants who will make an appearance later.
07 Seafaring Level * - a level of travel to Chimera's Island. Perhaps one of our new units could be a ship. The sprites
would be relatively simple as motion would be limited. Naval battles could be cool. But otherwise we might figure out a
different way to give a nautical character to a solo level. In any case, we need some transition to chimera's island. A
cool alternative would be a beach landing level, a la Normandy. Introduces Berserks (?) A skirmish onboard the ship
instead could be cool too – a hybrid indoor/outdoor battle, and would explain the shipwreck that follows. This is the
most expendable of the levels.
08 The Goblin Hordes
Damn, the water's cold. Far too cold... it's not right, not this far South. And those rocks, I swear our tack
was clear; my sight is not that poor. They just reached up from the sea like a gaping maw with razor
teeth and snapped our ship in twain like so much firewood. This is a black isle if ever there was one.
All the same I would just as soon stay put and freeze in the surf. Those countless dark shadows that
scurry on the shore, and the infernal laughter... it is enough to drive us back into the sea. The death I
know is better than the horror I cannot imagine.
But Maerin pushes us on, and if he will slay the first I will help him dispatch the rest, whatever they are.
We will paint this black isle red.
08 The Goblin Hordes - As you approach the landing at Chimera's Island, you crash on the treacherous rocks... there's a
shipwreck. As you make your way to the shore, you have to pick off the goblin sentries on the rocks. A scout reports that
there are legions of Goblins just over the ridge, and they are on their way. You barely have time to setup the mines in
their path... and get down in the trenches... From there huge waves of goblin hordes begin coming, not knowing you are
there... you peek up and start nailing them w/ archers as best you can, until they hit the mines and BOOM.. then you fall
back to the west and repeat the process.. nailing as many of the hordes as possible.. then sweep up the remaining ones.
Desert Terrain.
09 Tomb of The Unknown - Graveyard Level - You're going along this creepy dark road at night, with a dense forest
on the left, and the fence on the right and you have some encounter / a spirit.. or a guy at a broken wagon.. or something
that hints you that you need the key (whatever that is) to get within the guy we are trying to resurrects tomb (the key is
in the shack down south.) And you'd go to all those cemetery plots (outside the main hill.. the yellow dots) and raise
dead guys to fight off the troops on top of the hill guarding the tomb. The bodies that you raise here in the cemetery will
be animated bodies.. not ghosts.. they will fall dead at the end.
We also need troops for the siege level to follow. We might either use the walking dead from this level, or resurrect
ghosts as well. This suggests a necromancer, which could be way cool.
10 The Breach of Castle Chimera - either we lay siege to the castle and breach one section so that our band of heroes
can gain access. Perhaps there can be a couple different places that might be attacked with varying defenses, players
choice.
11 Dungeon Break
Down, down, down they send me. "You're the only one for the job," they say – a short crack if I ever
heard one. Not that I have a problem with holes, but this one smells foul.
The grate we dug out was meant to keep someone (or something) in, not out: no sane man would venture
down there. That is why they sent me – weee, I'm indispensible! "Get some help, get some help." Not that I
will find anyone worth a goat wind in these dungeons. We all know that any real enemy of Chimera's will
have been executed... or worse.
"Go here, go there..." Well, she won't take me alive, and I'll make damned sure there isn't enough of me
left for any of her experiments. It's a waste of a fine shaft, I tell you, a waste.
11 Dungeon Break - a dwarf hero breaks into the dungeons (short is beautiful.) His mission is to free as many prisoners
as he can to aid in the fight to come above. The choices will include light POWs and dark dissidents (drunks,
freethinkers, whatever.) Perhaps torture and experiments have changed some of these units. These units will become part
of the task force. One possibility is limiting the number of cells that may be opened, thus the choices made will greatly
effect the future levels, making it playable several times. The forces then escape the dungeon to join the team above.
This level is a series of mazelike corridors and cells, with a few larger rooms. Corridors run at 45° angles as well as 90°,
and have a haphazard appearance. There is no real concept of walls, instead it all appears to be carved out of the
bedrock.
There will be 70-100 cells, only about 20% will have freeable prisoners in them. The remaining cells will either be
empty, have baddies (sentries) in them, or have goodies (satchels, roots if we have jmen in the cells, and any other
supplies we can think of.) Any occupants of cells will not be visible until you are right outside the cell, so you have to
check it out to know if there is friend or foe inside. The value of the prisoners will increase as you venture farther into
the dungeons; but you will be able to exit at several locations if you choose to bail soon.
There will be areas of toxic smoke/mist/fog. These clouds will sap the vitality of any units which linger in it.
There has been some talk about making deeper dungeon levels. If we add another, we would move the Trow and
Warlock to the deepest level. If we add a third level, the fetch and Mauls would be moved to the middle one. Lower
levels would be progressively decrepit; the bottom would have a very large irregular cavern in it.
12 Inside the Castle Walls 1 - This would be an elaborate outdoor archerhitectural level featuring pools, gardens, an
arena, and other features. There will be lots of tough combat here with the assistance of our recruits from the dungeon.
13 Inside The Castle 1 - perhaps a ground floor level, gaining access to the inner sanctum upstairs
14 Inside The Castle 2 * - Chimera's boudoir. An upstairs level, complete with balconies to the outside. Something
happens here to destroy the city. Retrieve the containment artifact from Chimera's inner lair.
15 In Defense of Ruins - Defend a fortified section of the now ruined-castle until reinforcements arrive outside and
allow you to escape.
16 The Last Battle - leading up to the giant battle at the end where its storming out and you creep towards the distant
mountain range. and as you get closer, the enemy rises along the top of the ridge, all lined up ready to kick your ass.
And you think your gonna get destroyed... but your last and final fallen comrade who you thought earlier was gone
forever appears from the sky, with a horde of minions from the rear, or blasts half of the enemy apart, and you charge
into battle! But no Deus-ex-Machina.
17 The Containment of Chimera * - hunt down and entrap the fleeing Chimera. This could either be cool, or
anticlimactic. Presumably she would be accompanied by some of her most powerful aides. Snowy mountain terrain.
* Level optional
New Units
Chimera - New Sprite - Perhaps she is one of the Fallen (or a deciple/pupil/lover – Soulbilighter's widow?) a
shapeshifting unit; heavily scripted. We would create chimera versions of the target units, and the script would remove
the current manifestation in a puff of smoke, and replace it with a different chimera unit. Chimera could turn into a
beautiful woman (her default facade) whom Zerks and Warrs refuse to attack
Chimera should be absolutely mesmerizingly beautiful, especially her eyes. She is not a large breasted buff beauty like
Lara Croft – instead she is an old world beauty. She has long silken hair: blonde with a tint of strawberry. She should
have a hint of vulnerability which makes you want to take care of her. I want her to be an image I can fall in love with,
that any sane, mortal straight, man would fall in love with, completely, blindly. A vision.
A possibility for the cover art would have and exquisite drawing of her... with a Berserk kneeling at her feet gazing up at
her. She ignores him and looks at us, beckoning with one hand. Upon closer examination you would notice that the
beckoning hand is skeletal. But even the hand should be rendered prettily, and she should be so beautiful that you do not
notice the hand most of the time. Your eyes are constantly drawn back to her face, her eyes.
She wears a long flowing robe, which hints at her feminine charms without being obscene. It is silken and lavishly
detailed. She wears a garland in her hair, perhaps of roses. Around her is an ephemeral whirlwind of contrasting images:
of life, beauty, nature... and of fire, death, destruction, and battle
Shape shifting would requires manna, lots of manna. Chimera would not be able to change shapes multiple times in
rapid succession. If she did absolutely have to change when she was not adequately charged, to escape certain death, she
would not be able to bring her full self into that new manifestation. Thus she would lose some of her power, her
knowledge, etc. These would need years not minutes to build up or acquire again. Technically, one way to defeat her
would be to force her into several of the unprepared shifts, whittling away at her long-term power each time. I still
expect that her demise will be one of containment, but we now have another option.
Goblins - New Sprites - (The final name will likely be something different, unique.) There is a wide variety of these
creatures. They are green/grey dwarf sized baddies, and are very mischievous. Slightly slower than a ghol, they are agile,
able to scale steep terrain. It'd be cool to have melee goblins (hordes of little bastards teeheeing.)
Possible Names: Jynx; Jynk; Jhynk; Ghalkin; J'hynk
Several of the varieties may look alike, and you have no way of knowing which is which just by looking at them. The
confusion would be intentional, and require that skills be developed to deal with random hordes of these annoying
creatures.
The original spec had them being self-healing (given the opportunity), and unreliable in that when seriously wounded
they would attempt to flee and heal themselves, ignoring any orders. This still may be applied to some of the varieties.
We could use the Berserk feature to facilitate this.
Melee - has shield. They fight viscous and dirty, without any sense of honor. They are likely to retreat when
seriously injured.
Kamikaze - throws bombs (slightly) less powerful than cocktails. These bombs are ammunition. Has a self
destruct option. Currently he carries 4 cocktails with a maximum capacity of 6. He can self-detonate with power
similar to a satchel charge. He does not automatically explode when killed. He does not have a melee attack,
though I might add a mild scratch attack.
Pyro - melee goblin with a few fire bombs (not explosive.) No shield. It would be nice if these molotov cocktails
could provide their own fuel, making any region flammable, even those which had burned before.
Puss - similar to Pyro, except they throw puss packets. Perhaps the two could be one unit that you could stock up
with either type of ammunition. Or they could pick up a variety of objects and would throw them in the same
order as they picked them up. Thus you could arm one as a satchel bomber all by himself.
Poison - with ghast attack (would be cool if they spit the paralyzing poison)
Crossbow - a shorter range than longbows, but with a tougher punch
Shadow - these gremlins have mastered some of the magic arts in a half-assed sort of way. One spell they would
have down would be invisibility. They would use manna to go invisible, and would have to become visible again
to attack. These units would likely be self healing. Their attack might be either melee or magic.
Hang-glider - ok, these are pie-in-the-sky, but goblins on rickety hang-gliders would be way cool.
Wight - probably not necessary with the Kamikaze variety, but still an option. A faster wight would require new
strategies.
Old version – originally the idea was a new unit with its own sprite, based on Gollum. When I started fleshing out the
idea, it became apparent that bungie may well have based the ghols loosely on Gollum. Shadow Ghols would be faster
than normal ghols, have limited invisibility, and magic spells. They would also be somewhat unreliable.
Faster than a normal ghol, perhaps with spider agility, steep capabilities.
Auto self-healing. As part of their unreliability, they will ignore orders, and will run away (uncontrollable) when
his health drops below a threshold to try and heal himself. Cowardly units ;-)
Perhaps change the sprites: remove the cleaver – would cloaking hide a weapon?
This suggests that these units might have two magic spells – nothing too devastating. I picture having 6 of these
sneak behind enemy lines and terrorize a group or archerhers.
Perhaps they start out as invisible, then become permanently visible once they attack, or are discovered in some
other way.
Druid - could summon animals, earth entrapment spells, perhaps control weather. Loathe to leave his forest home. The
druid could just be a Summoner with white different colored robes, perhaps with a green leaf necklace. Perhaps the
druid can use manna to heal the wolves even over long distances, but as they die, they take health away from the Druid
– this healing might happen automatically. The druid in turn can be healed by the J'Man, as long as his roots hold out.
Necromancer - used in the graveyard level, summons units from the dead as well as ghosts to aid us.
Elementalist - a mage who has power over the elements. Can invoke rain and lightning from the heavens. He might
well appear in the Razing Of Forest Heart level where he helps put out the fires with rain. The lightning strikes would
happen from the sky rather than his hands, and could strike targets much farther away than fetch range with, perhaps,
more damage and wider effect area.
Assassin - some form of an assassin unit that can teleport
Airborne - aka Khay's Kamikaze. Myth could use another flying unit. A bomber of some sort would be neat. Perhaps a
magical unit. Ideally, it could change altitude. Perhaps goblins on rickety wooden hang-gliders. Random crashes could
be scripted for the solo levels. At the simplest levels, crows could drop cocktails, or lay explosive eggs in flight.
Artifacts
Artur - intelligent sword of power that imbues the wielder with superhuman abilities: increased health (200%), magical
resistances, increased damage, and of course, some special ability having to do with calling catastrophe on the masses.
As its an intelligent sword, a battle of wills should persist with the owner/wielder – movement will be slowed, [if
possible] the sword will compel the wielder to engage the nearest enemy in sight, and movement orders will be difficult
for the wielder to follow to a "t"... this will almost certainly guarantee a building on micromanaging skills >:) (after all,
the sword is bloodthirsty, and if there aren't any enemies in sight, it will want to go looking for something) The sword
may even have grudges against particular species and seek them out. This sword can only be wielded by a mortal.
Talisman of Qua'takh - Qua'takh, powerful warlock infamous for his thirst to destroy Balor and assume his position of
power. Learning of this, and fearing he is to be next if Qua'takh accomplishes his quest, Soulblighter tasks his star pupil,
Chimera, to correcting the situation. In disguise, Chimera takes advantage of Qua'takh and his blind greed – she offers
the writings of an ancient text that details how to battle one of such great power; the series of spells that Qua'takh is to
cast lead him to unwittingly imprisoning his essence in this talisman. A warlock wielding this amulet will discover
magic whose power has been unseen for centuries. If released, the magical essence of Qua'takh will have a hatred fueled
score to settle...
Other Features
Toxic media
Three types come to mind. They could/should each have different effects. All would have to be forded quickly.
Fire - burns perpetually.
Fog like the summoner attack
Toxic Waste, perhaps runoff directly from the city/castle, presumably from some Warlock's lab. This could have
quirky effects.
Process
1. one of us makes a layout
2. comments, ideas, discussions
3. changes
4. handed off for heights/passability.
5. any important scenery added (things that affect passability, not for aesthetics)
6. tested for problems/movement etc.
7. units/scripting started
8. colormap started at the same time
9. during scripting or whenever, final scenery, effects etc. added.
10. much playtesting
11. final tweaks
Library Policy
With so many files, units, meshes, colormaps, and the like, we need a way to keep them straight. I would like to use a
library as a model.
All version numbers should have an initial appended to it, designating the person who worked on that version.
"Mearin_b02b.sit" would indicate that the file was last updated by Bellendaine.
When you are going to work on a file, please check it out. Before you download it, change the title, by appending and
asterisk and your initial. "Mearin_b02b.sit*S" would indicate that the file was being worked on by Setik.
When you have finished working on a file, increment the version number, append your initial so that we know who
worked on that version, and upload it. "Mearin_b03s.sit" would be the result.
Demo