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------------------------------------------------------------------------------- Dark Guardian Episode 1: Unknown Enemy Source: WWW.OMCGAMES.COM ------------------------------------------------------------------------------- System: Atari Jaguar Type: Shooter Release Date: 4th Qtr 2001 Medium: Cartridge Number of players: 1 Rating: Teen (13+) Difficulty: Moderate Genre: Sci-Fi Plot: You are Clyde Witiker a professor of classical literature, who is unwillingly caught in a struggle that's larger than he is. NOTES: I'm sure the first thing someone is going to ask me is "why this game when you have The Assassin and Eternal Darkness on the plate?" Well, there's no easy answer to this question. I toyed with this question for a long time, and the only way I can explain it is to say that this game is space filler. I was getting tired of people saying that we weren't going to get anything done. Especially considering the amount of work I've done on the Jag up until this point. To some degree I can't blame people. But on the other hand, I've released bits of work and code to various people that at least shows I'm doing what I need to do on my end. So to calm the masses, I decided to do something quick so that I can prove once and for all that we aren't some fly by night group who is only looking for attention. Let the announcement at Jagfest prove otherwise. What really inspired me was that I was having a conversation with Kain about shooters and he was talking about the possibilites of doing one. At first I thought it was a kinda neat idea, but after a few days of stewing the ideas just started bombarding me. It was a freaky experience because things just started falling into place. I really owe it to Kain for that. What I found really compelling about the idea was that it was actually doable. And more importantly, doable in a short amount of time. For some reason that very notion was reason enough to do it. But the biggest problem is that shooters have been done to death over the years. They come in all sizes, so I had to find something that was original, yet had the possibility to keep the player around for many hours. The trick was to avoid gimmicks. Kind of like Mars Matrix. It's a good game and all, but to unlock (purchase) extras you had to play an insane amount of games through the same levels. This is classical shooter gameplay, and I take nothing away from Mars Matrix, because it does what it's supposed to do. The best model I had to work with was Radiant Silvergun on the Saturn. It's one of my favorites in recent years and really has not been topped, but then again Treasure are the masters of the genre. I am sure some of you Jagheads have not had a chance to play that one. I highly recommend it. It's the only classical shooter I know of that had experience levels. And they were well used. So that was the idea I started with. Then it was just a matter of taking that idea and running with it. I guess my next influence was Escape Velocity on the Mac. That game is awesome. I still play it to this day. But it's more of a slower paced game because you've got trading and searching for good parts for your ship and things of that nature. Also, the story can be a little drab, but some of the story plugins were pretty awesome. After lots of time going over the things that had been done, I came to the conclusion that I would go for something that was a cross between mission based and action with an interesting story thrown in for good measure. The days of brainstorming produced what you are looking at now...Dark Guardian. I believe i will be something different, and not just from a Jaguar standpoint, but from a gaming standpoint. At least that's our goal. I decided to add simple cinemas that were in the same vein as the cinemas in the NES classics Ninja Gaiden and Golgo 13. There was just something cool about them. As you can see from the screenshots we are doing them almost the same way, except the cinema window is a bit larger in Dark Guardian. I figure it'll be something different and it'll help advance the plot visually. The only real question is whether or not we can do much with only 2MB of cartridge space. I think I've said enough for the time being. Keep checking back because I'll be doing updates as we make progress with the game. Hope you guys enjoy it. MORE NOTES: July 14, 2001 by James Garvin When I work on stuff, I generally pick a bit of music which gets me in the mood to write, program, study, etc. Sometimes the music I am in the mood for can dictate what kind of work I put out, and for this game for some reason I've been listening to the Secret Of Evermore soundtrack. It's an awesome piece of work from Jeremy Soule. I gotta give my man some props. Worked some magic on the SuperNES way back in the day. But it calms me for the long stints in programming I've been doing these days. The interesting part is that this isn't the sound I want for the game. I did find a nice piece that works for the title screen, but the rest of the game is pretty much up in the air. Though, for cut-scenes I would love to have some orchestrated work kinda like Secret Of Evermore. If I could keep the size down, it would be great. I've been on the lookout for a musician, because the task of creating music is way over my head. I do have an idea of what I want things to sound like, but finding someone to realize this is going to be tough as a certain level of musical diversity is needed. Can't have a musician who is afraid to "funk it up" when necessary, or bring it down to a "classical" level. I have to apologize to everyone about the screenshots, but I haven't been working on that area in the past couple of weeks. I have really been focusing on the gameplay aspects. What good are graphics without great gameplay? In particular, it's been all about the movement system. I had an idea of how I was going to pull it off in the beginning, but after running some tests using an actual Jaguar pad, I realized that it was not going to work. In the end what I opted for was using the Pro-Pad to its fullest. In this new scheme you move by holding the R-Trigger. When turning you can only turn within a 180 degree area in front of the ship. Which means tapping the button won't instantaneously turn you around. The hardest part to all of this is instituting the 24-point movement instead of the traditional 8-point. In other words, in 8-point you have the following directions: north, northeast, east, southeast, south, southwest, west and northwest. In 24-point you get a greater degree of precision. It has taken quite a bit of work to get it functioning the way I wanted it to, and even now I'm still having some problems, but it does do 4 point correctly. As the person plays through the game, they will have the option of purchasing different ships. This is why I have tried so hard to provide enough factors to make ships that you purchase differ from one another. But it does make purchasing ships an integral part of the game. Because sometimes power isn't necessary, maybe you will need a bit of speed to avoid asteroids. I had originally planned to have a sliding scale like Panzer Dragoon Saga on the Saturn, but this would really make it kind of worthless to buy ships, and it would be hard to store all of those values with the limited space I had to save games. I am still working on how many ships you will actually be able to purchase, but at the moment it's 32. Whether or not we actually have that many is still up in the air. One bad thing I had to deal with was when setting up the save file locations, I made an error in the byte count so I thought I was using less space than I was. I had originally planned on having 3 save slots and the high score, but in the end, I was only able to have 2 save slots. Luckily, that's more than one, not a real reason to be upset. Especially since I only have 128 bytes to work with... Though, if there is a solution for a larger save space, I might jump on it if the price is reasonable enough. MORE NOTES: July 21, 2001 by James Garvin Not much going on this week. I have spent more time than I will admit to just trying to get the movement algorithim working correctly. I am fortunate that I was able to be successful. There is still a lot of work to be done on it, which includes adding a strafing button. I've only added four points to the movement, but after I get the screen syncing finished, I'm going to add the other points. With adding the other points, I'm going to have to add ship rotation. I'm not looking forward to that. The good thing is after that's completed I can finally add shooting. Doesn't that sound fun? I have to admit that working on a shooter is a totally different beast compared to working on an RPG. In a lot of ways it's easier. I can't remember getting as far when I was working on The Assassin on a regular basis. There were a lot of issues I had to deal with, the most difficult would be perspective. I don't have to worry about it as much in Dark Guardian...or Eternal Darkness for that matter. This means that moving around and graphical placement is pretty straight forward. Not to mention that Story isn't the forefront of the game. Not saying that there isn't a story going on, but you have to worry less about plot points and things of that nature. Honestly, it really makes life easy. I can spend more time working on the game than anything else. I spent quite a bit of time this week working on some of the visual aspects of the game. After looking at the same screens over and over, I felt like it needed a change. I have even decided to change the character set because the one I'm using now didn't turn out like I wanted it to. But in all of my experimenting I wasn't able to do the game justice. It's hard to say, but I lack any type of computer graphics talent. It's depressing... So because I screwed everything up, there will be no screens this week. Maybe Andrew will be able to correct most of it. But because of it there have been a couple of decisions about things that we were able to make. The big one is the fact that the player will be able to toggle the radar window on or off. Because of the size of it, there have been some issues about whether or not it gets in the way of gameplay. To solve this problem I felt like it would be a good move to allow the player to turn it off as they saw fit. This means the game will look a bit different the next time I post screens, which will be either this weekend or early next week. MORE NOTES: July 29, 2001 by James Garvin Another week has gone by and though I made some accomplishments, I still have a long way to go. I've spent a lot of time searching for the right MODs to use, or tweeking the movement. I still haven't gotten shots working correctly, and there are still a lot of movement issues that need to be fixed. I had prepped myself for adding character rotation, but I'm a bit hesitant for some reason. I think the biggest issue is that the rotation routine I have does some weird things to the sprite when in it's normal position. I'm not sure if I can handle it since the ship is already ugly, and adding more warping to it (due to size more than anything else) would just make matters worse. I have to come to some conclusion this week for sure, but right now I'm not sure about it. This just adds to the list of things that I need to do and up until this point I've been rather unorganized about it. I'm going to start keeping a task chart for myself to keep me a little more focused. I spent a good portion of Satuday trying to fix this stuttering in the cinema sequence. I'm not really sure why it's there to be honest. I think I'm gonna re-write the whole thing. I don't want to do it, but it's better than sifting through it trying to find out why it happens to begin with. The funny part is that this is the only section where it happens. No other scrolling section of the game suffers from the same issue. Luckily, I can turn it off while I work on other parts of the game. I think I'll look into it fully after I settle the rotation problem, and get the player actually shooting. I guess the best part was that I added a little filler music piece to the sequence. It's not bad, actually, but I would like something a little less dramatic. One thing I think I'm going to do with the game is add a language option to it. So far the other languages I'm considering are Japanese and German. German is relatively easy as it can use basically the same character set as English. Can't say the same for Japanese. But it should be easy enough to get working. I might work on it as I get tired of looking at the same code. Heh, heh. I had originally decided only to go with Japanese, but after some thought I figured German would be good to try also. Heh, the only problem is that I don't know any German. It's times like this that I wish my fiancee was still around considering her Major in College was German Literature. Still, it's something that should please those who don't speak English very well. I was having dinner with a friend of mine tonight and we were talking about how some new SNK game is going to be numbered because there were only going to be 50 copies made. I thought that was such a cool idea that I have decided that Dark Guardian will be done the same way. The first few copies will be numbered. And this number will be present in the game somewhere. I'm not sure where at the moment, but I'm thinking on the title screen, and possibly a sticker on the box or manual. So when I open pre-orders for the game, it's going to be on a first come-first serve basis. I'll let everyone know how this "Special Edition" will be handled in the next few weeks. ------------------------------------------------------------------------------- |
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