#19
Posted 12 February 2011 - 01:42 AM
I've been feeling like writing a long post about this. It looks like I have about 15 minutes or so before I am interrupted, so let's see how I do...
First off, this TC was pretty much dead in the water until about a week ago. I was talking with WG online and for some reason the subject of converting the old maps to WGR2 came up. I had talked about doing it with a mapster script before, but never got around to it because it seemed kind of daunting. The tiles completely conflict and all of the WGR tiles would have to be remapped onto WGR2 tiles. It would seem that WG or I would have to go through every tile in WGR and find a equivalent one in WGR2, and then I would write a script for the conversion. But as I was talking to WG I had an idea that would make it simpler. We would just add the WGR tiles to the end of the WGR2 tile set. The numbers would be completely wrong but all the tiles would be in the same relative positions, so all that would be required was to add a certain number to the tiles in the WGR maps and then they would have the right textures. I made the mapster script for that, and that was what really got the ball rolling. It did turn out that there was a lot more needed: for example, there were many standard Duke tiles randomly scattered around the maps which had to be dealt with by adding those tiles into WGR2 one by one, or converting them into something else. I did most of that, but then there was the gameplay which pretty much has to be redone from scratch, because the enemies and gameplay mechanics are so different in WGR2 from vanilla Duke (WGR is vanilla Duke with different textures). But by then WG was fully involved and had hit the ground running, after not having touched mapster in a long time. WG is still working on the gameplay, as well as making various improvements to the maps, and it's a lot of work. He is also resurrecting two unfinished maps that were made for WGR2 but left on the cutting room floor before WGR2 was released.
I think I can safely say that neither of us has much inspiration for this project right now. We have some inspiration, but mostly what is driving us is a desire to do justice to this great TC and tie up loose ends. It will be another week or two to get this finished, but the result is having 7 more maps and a bunch of new gameplay content. That's quite a bargain for about 3 weeks of work. When all is said and done, WG will probably have put in more hours than me on this update, but I have been working hard on the new POW system (15 selectable powers now), some new enemies, a few other new features and some bug fixes.
It's a rush job, but it's a good rush job because we are starting from a solid foundation and we know what we are doing. Honestly, if I thought this would take more than a few weeks, I would not have the motivation to continue. That's why the brand new episode was not happening. Especially for the level designer, the prospect of spending all that time building new levels from scratch, and with all of the stuff we have (a large texture set, many effects, many monsters, etc.) is daunting. So I guess what I'm saying is, don't expect there to be another episode after this. Of course it could happen, but we are really trying to make this next release include all the stuff we wanted to do.
This post has been edited by DeeperThought: 12 February 2011 - 01:50 AM
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