|Just Adventure News :|
|Home - Forum Home|
|7 AUG 2010 at 8:44pm|
Posts : 3
Joined: 6 AUG 2010
Status : Online
A while back, there was a project which attempted to remake MoE as a 2D point and click adventure, however, I was wondering if anyone would be interested in instead helping me MoE the way it was meant to be in 1995-1996 (the early stages, before Sierra was sold to CUC). It would still be 3D, but would use very rudimentary and primitive 3D (to emulate the screenshots shown below).
I'd like to use the original "Connor the marble statue of a hero turned to flesh" storyline, along with the original design of the lands featured in many early screenshots, and the larger (and cut in the final game) plot points (like there being two Daventry towns and a seaside town with a Hydra, a much longer Swamp witch story, an underwater level, etc).
Because of funding and and after Sierra was sold, Roberta's leadership diminishing, the game was radically changed--Two whole levels (including an Underwater Kingdom and an exploration of the whole of Castle Daventry) were cut, much of the story was condensed, more action was added than originally planned (Roberta I think only originally intended there to be Bosses and some enemies, with more physical puzzles), the tone of the game was darkened.
She wanted a strong symbolic influence of Light and Darkness, Order and Chaos--She wanted the game to explore spirituality in ways the previous games didn't, and was going to be very much inspired by both Christian mysticism (The villain, Lucreto, was to be a version of Lucifer--a Fallen Angel), and Meospotamian mythology.
Read this history written by a KQ fan named Baggins:
It details (with reliable sources and facts) how much change MoE went through from development to release.
Here are some early screenshots (From just before Sierra was sold) and info:
----Notice Daventry is much brighter and more ''woodland''-ish, like the Daventry of the original games. The trees are alive, the sky is sunny with clouds, etc--Not like the dead, dark land of Daventy in the final version.
--Castle Daventry would be in the center of a valley (think of the KQ5 intro) and all of the worlds would ''fan out'' from Daventry; There would be no load time between worlds. It would be a wide, open, non-linear world--Like in Grand Theft Auto
Castle Daventry was to be explored in full, with Rosella being seen (turned to stone like everyone else). That was cut too due to budget and other reasons.
You were also to encounter a Lepreachaun inside the Old CastleKeep of Daventry
--The Swamp Witches' role was supposed to be much larger, and she would've had a human form with which to 'lure' Connor to her castle, to kill him--Like many a vile witch in fairy tales. A lot of it was cut due to budget and other reasons.
This was a description of the Swamp witch: ''"In Daventry there is this Swamp, and there is this Swamp Witch in there, and she kinda looks like a part snake, part alligator, and part mermaid."
"She would have been able to change herself into a beautiful woman, to persuade Connor into thinking she was good, and lure her into her castle, before exposing herself, and showing her true form. Conner would have been forced to escape, and fight her for his life. This was removed from the final version of the game as well, and the witch stays outside of her castle. However references to the witch's wiles are still mentioned if you examine the skeletons in her castle. Most if not all info relating to this encounter exists in material relating to the 'Connor mac Lyrr' phase of the game."-Mark Seibert
-Much of the game would've been first person (for example when you're walking, it would be first person). 'Third Person' views would've only been for "story point areas" (possibly conversations, cut scenes, battles). So the game would be primarily first person--You would see the world through Connor's eyes except when talking, battles, and other story points.
I am looking for a Co-Writer, Artists, Animators, and Programmers who are familiar with 3D.
My goal here is to make the game as close to Roberta's original vision (which was corrupted after Sierra was sold and she didn't have the total autonomy she did) as possible, with the same rudimentary 3D graphics very reminiscent of those in the screenshots above--Basically mid '90s 3D.
I'd also like to expand on some of the deeper ideas she had--She once said the inspiration on Mask was J.R.R. Tolkien rather than Walt Disney like the previous game
Copyright ©2013, Just Adventure LLC. All rights reserved in the United States and throughout the world.
All other products and copyrights mentioned on
Just Adventure LLC are the property of their respective companies, and Just Adventure LLC makes no claim thereto.