455 lines
24 KiB
Plaintext
455 lines
24 KiB
Plaintext
The Seven Tasks
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===============
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A mini-campaign made with Wolfire's "Lugaru."
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My thanks to Wolfire for making a cool game like Lugaru. I also thank the
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Wolfire fan community; although I didn't post much in the forums, I relied
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heavily on the posts of others to help me make these maps.
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About this read me:
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I have always been a fan of finding out how games, books, paintings, movies,
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etc. were made; what went into the creative process. Since I enjoy it I thought
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others might enjoy it as well and have written up a "Making of the Seven Tasks."
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If you're interested in what I was thinking or where I was going with the maps I
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designed read on.
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If not, that's okay, I hope you enjoy the mini-campaign anyway.
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The Design of the Seven Tasks
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-----------------------------
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The Sleuthing
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~~~~~~~~~~~~~
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Because I wasn't making a lot of fighting levels I felt I should add something
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else to engage the player to make up for the short length. I came up with the
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idea that the main character was something akin to a hired assassin. The
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secondary goal for the player would be to figure out who hired the assassin and
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why they hired him. Clues would be provided through conversations with Sage and
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the design of each map.
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This was the birth of the relationship between the mendicants and the order of
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the Seneschals. But because of the struggles I had with the map editor I ended
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up giving up on much of this simply out of frustration.
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I also had wanted to place a shapeshifting Secret Rabbit somewhere in each of
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the dialogue levels. If the player wanted they could hunt for and find this
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rabbit in its various forms (very tiny, very large, invisible, as a wolf) and
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then listen to it tell a joke or something. This idea was scratched completely
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because I just wanted to finish the campaign and I was tired of dealing with the
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bugginess of the map editor.
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For those still interested in sleuthing here are the areas where you can still
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solve the mystery. They are organized from easiest to hardest to solve (in my
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opinion, anyway):
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Desert Village
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Mountain City
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Monastery
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Theatre (maybe)
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Desert sandstorm (probably not but maybe. hint: it's not the obvious answer)
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For those interesting in solving those mysteries, don't read what I've written
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about those individual levels because of spoilers.
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Elegance through simplicity
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~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Many modern games, in an attempt to be visually realistic or to make use of
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modern graphics capabilities, have excessive and hyper detailed visuals that
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just result in a cluttered visual space and game space.
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One of the things I liked about Lugaru was that the simplicity of the design
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created an uncluttered environment to play in. Looking at Turner's village, the
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raider base, or Jack's camp we see very simple blocks. This, in my mind, makes
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sense since we don't actually need a functioning village or camp to let us know
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that we are in those locations. The simple blocks, while not an actual village,
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represent a village; they are symbolic of a village; they form an abstract
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village. However, looking at the Wolfire blog entries "The ruins of Lugaru" and
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"Designing Cultures" it seems the intent of these simple blocks was different
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from my interpretation, nevertheless my interpretation is what shaped my
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creative process in the Seven Tasks.
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The general idea I had was that if there were many buildings, such as in a
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village or city, each individual structure was not very important and thus
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didn't need a lot of detail; it was the village or city as a general whole that
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needed detail by having many structures; it only needed to be a silhouette of a
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city. If, however, the level consisted of only one structure, such as a smithy
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or a monastery, then because of its individuality that building was that much
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more important and needed that much more detail.
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A Living World is an Interesting One
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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I have always felt that the most interesting games to play are ones that seem to
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take place in a real world, where characters move with some purpose and do
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things that make sense to some degree.
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There wasn't much room for that in a mod of Lugaru but this idea did shape what
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clothes rabbits wore or where they patrolled. It also shaped the placement of
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some of the structures in some of the maps.
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The Kinds of Levels
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~~~~~~~~~~~~~~~~~~~
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In the beginning I was having trouble brainstorming ideas for what the maps
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should be. I came up with a general process I used early on, of placing each map
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in some sphere of rabbit/human life. This helped me brainstorm a lot of the
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early map ideas. For example, the maps would take place in the sphere of family
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life (village), professional life (smithy), religious life (monastery), social
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life (city), artistic life (theatre), etc.
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I also considered that the reason the mendicants ask for aid in each tasks is
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because they lost something we all fear to lose in that sphere of life (e.g.: we
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fear losing our families in family life, we fear losing our business in
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professional life, we fear losing our status in artistic life). This idea was
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scrapped early on though and didn't really affect the plot.
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The Design of the Maps
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~~~~~~~~~~~~~~~~~~~~~~
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Bonus Zombie Level
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^^^^^^^^^^^^^^^^^^
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This was originally going to be one of the seven tasks wherein Yew has to save
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the graveyard's groundskeeper from the undead who is hiding in his hut in the
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center of the graveyard. They were going to be ghosts at first but I didn't know
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how to get the ghostly tutorial level rabbit so I just changed it to zombies. As
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such, they had to be slow and so to counter this I made them strong and
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powerful.
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I made this a bonus level because it was one of the first levels I made but I
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couldn't think of a satisfactory "who" and "why". I thought of young rabbits
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meddling with necromancy to resurrect one of their fabled heroes, but I decided
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it just wasn't good enough.
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I really had fun with this level and I'm happy with the way it turned out. The
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first moments of the map, when the zombies swarm onto the box, really bring up
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imagery for me of zombie movie heroes trapped on top of a truck fending off the
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monsters. Also, when you get surrounded by eight rabbit zombies and are able to
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fend off all of them, that is a tremendously powerful feeling.
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The Last Castle
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^^^^^^^^^^^^^^^
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Originally this was going to be the monastery but I felt that it would be more
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appropriate if this map was the headquarters of the Seneschals. I deleted some
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of the platforms and the belfry, added the apprentice huts, the Seneschal homes,
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and the sparring rink.
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The original idea for this map came from looking at the lookout ruins in
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Turner's village in Lugaru, and trying to imagine what the original structure
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might have looked like. The wall closest to the sparring rink is still the
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original intact wall from the Turner's village map.
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The player spends little time in this map but I still felt I should flesh out
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the world of the Seneschals as best I could. I wanted to make sure the player
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would see the uniform of the Seneschals in training, since this was a clue for
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solving the mystery in the Mountain City, and I wanted to make sure the player
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knew that Sage was not the only master in the Last Castle.
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So, we see another master giving a lecture on sparring to some apprentices. We
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see several masters with Sage, discussing what to do about the murder of an
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apprentice. During sunset we see some apprentices resting among their huts,
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while a couple spar in the rink, and one wanders in the hills. We see some
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masters and apprentices meditating inside the Castle. All of this is meant to
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help give the player a sense of what kind of life is lived here, if the player
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cares to look. This is a place of training; a place of self improvement; but it
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is not a cruel place either.
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The Desert Village
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^^^^^^^^^^^^^^^^^^
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I spent so much time on those chimneys. I spent an arduous time positioning
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fires in the air and then chimneys around them so that all you could see was the
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smoke. But, then on reloads the fires or chimneys had repositioned themselves.
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The reason I had done it in the first place was because it was a clue in the
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mystery. There are five huts but only four of them have active chimneys which
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means one of the families is missing. This, combined with the clue of the two
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sacrifices in front of three spikes, was meant to lead the player to realize
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that one of the families was sacrificed but one of the parents escaped and she
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or her was the mendicant, begging for revenge. The villagers who are out hunting
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are hunting this escaped victim, a plot point which allowed me to create a
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village larger than the eight rabbit limit, by splitting the village populace
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into two maps.
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But if this village believes in rabbit sacrifices, how have they done this for
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any length of time without killing off their population? To answer this I
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created, nearby, the ruins of another village, implying that this village's
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sacrificial rituals originally extended to their neighbors but now they have
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begun to turn on themselves.
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During the day we see something of village life. A mother walks among the huts,
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as her daughter trails after her. Some children play in the orchard as their
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friend watches. A mother tends to the cabbage (or something) patch. During the
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evening we see the rest of the adults shadow the behavior of the day. One rabbit
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patrols, spending a long time in the cabbage patch looking for signs of his wife
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who was working there. A couple searches the orchard for their child. Another
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rabbit searches the hut for his wife. One rabbit pauses as he wanders in a large
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aimless circle, numb from the shock.
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I changed the children rabbits' power and strength and armor and protection, so
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I don't know why they can take such punishment before dying.
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The Smithy
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^^^^^^^^^^
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I spent a good amount of time creating a chimney through which the player could
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jump down and surprise the smith. It doesn't work that well in practice. Oh
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well.
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Here again the patrol paths are representative of the behavior of the rabbits.
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One apprentice gathers wood for the fire (although I'm not sure wood fires can
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get hot enough for a smithy), one apprentice gathers water at the well and
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brings it to the smith's water bucket, and another gathers ore in the cave (not
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really how things are done, but I liked the idea). The smith, more thoughtful
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than his apprentices, pauses at each station. He goes to the fire to heat the
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metal, then to the anvil (box) to shape it, and then to the water bucket to cool
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the metal.
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The idea I had for the mystery in this level was that the smith worked far from
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the city in order to be near a magical cave which gave him ore for his superior
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weapons. The mendicant was going to be a spirit that lived in the cave, angry
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over the theft of its property. There was going to be a clue in the cave near
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the smithy, where Yew would hear the spirit speak, but I couldn't get the
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hotspot to work right, even with hex edit.
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Theatre
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^^^^^^^
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What does an artist fear most? There can be many answers to this, but the answer
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I was thinking of was, "Being forgotten." Thus, the mystery in this task was
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that the aging thespian Commedus never wants to be forgotten, and so he is the
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mendicant asking for his own death. For his last performance he wants to be
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mysteriously killed on stage so everyone will talk about it for years. But it
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can't look like he let someone kill him, because that would make him seem a
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hack, so he has to fight back to make the death look like a murder. His rival
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thespians, two prima donnas and a starving artist, don't know the specifics of
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his plan but don't want to be outstaged either. I added them not only to add
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extra fighting but also to provide the clue that the answer to the mystery of
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"who is the mendicant" wasn't one of Commedus' rivals.
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I wondered about the behavior of rabbits in Lugaru to run for help if injured
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and then run with their help back towards you. Should I make two maps, one for
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the rivals and one for the thespian? I decided to justify the behavior this way:
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after seeing he or she is being beaten, a rival races to kill Commedus, but upon
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arriving either Commedus terrifies them and chases them back (if he's behind),
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or he dodges them and runs to you to finish what he wants you to do (if he's in
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front).
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Artists strive for originality and uniqueness, as a general thing. So I made
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every character unique. Commedus is a tiny bit fatter due to his age and he
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wears somber colors in anticipation of his death. One prima donna is shorter
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than the others and wears darker colors to complement her dark fur. The male
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rival is taller and slightly thinner, and he wears drab pants, since he is a
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poor, starving artist. The Green and yellow prima donna I increased the size of
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her legs and lowered the size of her torso to give her a more curvy appearance,
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to represent her obsession with physical looks. I also made the dialogue boxes
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very bright and had the rivals speak in a theatrical manner.
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Originally I planned on having a large indoor theatre, modeled off of the Globe
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Theatre in which Shakespeare performed, with benches and balconies. But, I
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instead decided this would be too cluttered and went with the current, simpler
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design, based off of the ancient Greek amphitheatres.
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The placard at the start of the map was supposed to have a hotspot advertising
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the final performance but I just couldn't get a hotspot to place.
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Desert Sandstorm
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^^^^^^^^^^^^^^^^
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This level was the fusion of two ideas. One was an idea of having a giant
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rabbit that grants wishes. The other one was of the player having to hunt down
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some bandits in the middle of a sandstorm. So, I just put them together and
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decided that the reason Yew is chasing this group of rabbits is because they
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want to sacrifice someone to the giant, but the giant is tired of being bothered
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so he asks the Seneshcals to take care of it for him.
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I had a lot of fun making this level. I had to keep trying to think of
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different things that could exist along this desert path: ruined villages,
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ancient statues, crumbling oasis, a canyon. I also had to pay attention to make
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sure that if the player followed a sign at a slightly wrong angle, they would
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still find what they were looking for. So, I'd have to go back and increase the
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circumference of ruins or increase the width of the front of the canyon, so the
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player could bump into something rather than running forever through the desert,
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having not noticed the next location. Originally, I wanted it to be that the
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player would find some area and then have to search in a circle for the next
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area, but I realized this was too sadistic and resorted to using mainly road
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signs. I also decided to use dead bodies, rabbits who questioned their leader's
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decision, to let the player know they were on the right track.
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I also wanted to give the sense of history in the desert, as though these
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things had been around for a while. Aside from the typical cubes that form ruins
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I also added roads buried in sand, walls and pillars being knocked over by
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growing trees, and the old statue was one of my favorite touches, giving the
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idea that something truly epic had once been built in this desert.
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The Mountain City
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^^^^^^^^^^^^^^^^^
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I wanted a city level where the player could wander through, either avoiding
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guards through stealth, fighting them in alleys, or urban running past the
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opposition. I had a lot of fun making both parts of the city inside the walls
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and out. The placement of buildings also came naturally, by following the
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natural shape of the terrain. Although if you really think about it, it doesn't
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really look like a city, I think it succeeds as the silhouette of a city; a
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symbolic city.
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But I also wanted to give a sense of the city having just been
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sacked by an opposing army. I thought of having buildings knocked over or
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lopsided but couldn't, at first, think of a good reason for this, so I settled
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on having fires interspersed among the buildings (from the pillaging). Once I
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worked on the city inside the walls I needed some way for the player to get back
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in if they fell over the wall. I decided to use a natural bit of scenery, a
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siege tower, and once that idea was in place, the idea of a catapult which
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launched stones to knock over buildings followed instantly.
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I also wanted to make a distinction between the inner city and the outer city.
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You can see that outside the walls the buildings are spaced further apart, while
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inside the walls they are packed closely together. Within the walls there is
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greater distinction between the poor houses (at the bottom of the hill) and the
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wealthier ones (top of the hill, nearer the royal house). The soldiers outside
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the walls are more poorly armed and some of them are even tired and resting.
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This is because they are the dregs of General Vine's army and were used to take
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on the brunt of the defense. The more elite soldiers are inside, being the most
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trusted by the General and the Major to search for the missing Queen Dowager.
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You can see the suspicions of the General as to where the Queen Dowager may be
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hiding by noticing that the majority of the elite soldiers are searching the
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wealthy houses, while only one is searching among the poor houses.
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I thought a lot about what the mystery could be in this one. I wondered perhaps
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whether the Queen could be the mendicant and whether the sewer exit from which
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she escaped (outside the walls) could play some role, but I decided this was too
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easy. I finally came up with the idea that the General/Warlord would be a former
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Seneschal who ran from his duties to gain glory. You can tell from Sage's
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"mission briefing" that there is no mendicant, necessarily. Sage normally says
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things like "you WILL do this" but this time he says "I WANT you to do this".
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Also you can see that the Warlord is wearing the uniform of a Seneschal in
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training. It is no accident that he is as strong as he is either.
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Alternate answers to "what's the difference between a general and a warlord": a
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scary hat; three flagons of ale; a superego.
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Forest of Anshan
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^^^^^^^^^^^^^^^^
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Tree houses are cool. Tree house villages are even cooler.
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I am also a big fan of the Epic of Gilgamesh (wikipedia it if you don't know
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what it is) so when I decided I wanted to do a forest level I began to think of
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the Forest of Anshan where Gilgamesh and Enkidu have to face the monstrous
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Humbaba. At first Humbaba was going to be a clan of wolves but then I came up
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with a different idea. What if the wolves were hunting the monster Humbaba, and
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IT was the mendicant asking for help because it was cunning enough not to face
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the wolves by itself (because of this the wolves generally patrol the entrances
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to the tree houses hoping to see Humbaba emerge). Thus the reason for Sage's
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cryptic comment "What is scarier, a monster or a monster... the monster that
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survives." I was going to have a dialogue map, after victory, in which we see
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Yew being watched from the trees by a lizard, but I couldn't get the lizard
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texture to appear on every load, so I scrapped the idea.
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As for the tree houses, aside from my above reasons, it just seemed right to
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put them in. I made the trees very big to give a sense of grandeur to the
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forest, and once I saw what it looked like, I immediately thought I should
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attach platforms and boxes to the trunks. It was meant as a network of platforms
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and tunnels by which the player could follow the wolves and then leap down. In
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practice this doesn't work that well, at least for me, but I'm still fond of it.
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I thought of having a battle on one of the tree platforms, but I felt this would
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be a fiasco; the player and/or opponent would most likely end up falling down to
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the ground anyway.
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The wolves patrol paths often intersect or even go alongside each other. I did
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this to encourage the use of the tree houses as means of escape and espionage,
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as opposed to purely ground based tactics.
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The totem at the start was supposed to have a hotspot that warned of the
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monster Humbaba, but the hotspot wouldn't work.
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This was one of the levels that for some reason the enemies became super
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strong. All the wolves are as strong as the Alpha wolf from Lugaru, so I gave
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the wolves weapons. Although, if I had been really nice I would have just given
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the player a weapon.
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Monastery
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^^^^^^^^^
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The plot is that this Monastery is a rival order to that of the Seneschals and
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your mission is revenge for the murder of one of your own.
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When it came to designing the map I wanted to try something different. Rather
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than designing the monastery based on aesthetic appeal (like the forest), or
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based on plot (like the desert village), or to create a sense of bygone history
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(the sandstorm), I wanted to try symbolism.
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I decided that there would be rising levels, and as the player climbed higher
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he would encounter stronger and stronger opponents, representing their
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increasing rank.
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The ground, because it is snow, is white and therefore white represents the
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earthly. The sky is black and therefore represents the heavenly. So the main
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character is traveling from the earthly to the heavenly; it is symbolic of his
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rising skill and wisdom throughout his training. The sky light is tinted
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slightly red to represent the blood the character has spilt in order to rise
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from the earthly to the heavenly.
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The enemies also show this symbolic shift in enlightenment. The enemies at the
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lowest level wear white as the enemies that are located higher and higher wear
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increasingly dark clothes, symbolic of how close they have come to the heavenly.
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Along with this, enemies at the lowest ranks wear heavy armor and unbreakable
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weapons. As enemies get higher they rely on impermanent weapons and less and
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less armor and clothes. This was to be symbolic of their leaving the earthly;
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their decreasing reliance on earthly objects as they rely more on their inner
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strength which grows due to their increasing enlightenment. This symbolism also
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is meant to explain why Yew never carries a weapon from mission to mission and
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only uses what he finds.
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In the end this didn't work out that well because this was another level where
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the enemies were all equally super-strong. I was also having terrible problems
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with entire platforms and boxes shifting positions on loads. So, I gave up on
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the full scale symbolism of this map, but much of the initial intention can
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still be seen.
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I was also going to have a second map where the player fought the High Templar
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in a duplicate of the room Neo and Morpheus fought in the movie "the Matrix". By
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this time though I was exhausted from wrestling with the map editor and scrapped
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the idea.
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Some ideas that didn't make it
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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In between levels: I had thought of doing some levels where the player actually
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travels the distance from the Last Castle to his next mission, encountering
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story elements on the way. One idea was of bumping into the Queen Dowager and
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her guard, as she flees the city, who briefly reveal some of the plot. Another
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was that the woman who escaped the desert village was captured by bandits and
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you run into them and save her. Ultimately though I felt this was really
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unnecessary and simply increased the number of levels without necessarily
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increasing the amount of fighting. One good thing was that the desert sandstorm
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idea came out of brainstorming for these inbetween levels.
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The Vault of Voices: The Seneschals obviously get requests from mendicants
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across vast distances. My answer to how this was possible was the Vault of
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Voices. It was meant to be a series of rocks floating in a black expanse. As the
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player traveled forward he saw in the distance people on platforms, floating.
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These were to be the mendicants. One platform would have a lizard among some
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trees, another a woman, another would be empty (since the old thespian was
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dead), and so on. The final platform would be a new mendicant and there was to
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be a conversation between her and Yew, where he takes on a task personally,
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rather than through Sage, to show that Yew is no longer an apprentice. This idea
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didn't seem crucial however and so it didn't seem like it was worth the time.
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A miniature level: The first time I changed my size to 0.1 and ran around I
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burst into laughter. I thought of having a map where the world gets "shrunk."
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There would be one map where everything is normal sized, and then through magic
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or something Yew would get shrunken, and there would be a second map duplicated
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in a smaller size. Although cool, it isn't easy to fight when that small, and
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the objects don't shrink as much as the player can. The idea was then scrapped.
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Valley of the giants: The idea for a giant originally came when I thought of a
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stealth level where the player has to sneak through a valley of sleeping giants.
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If a giant wakes up he would kill Yew instantly with his immense power. I
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dropped this idea though because although it sounds cool, it seemed that in
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execution it would probably be really boring.
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