By the way, B0rsuk, as you may already have noticed, in this phase, the project is in gathering stage, meaning that tghere's already a plan, and now it needs to be filled up. As for art, we need several things to get done for SE, and that means Hurt Skins, new items, NPCs, new HUD weapons animations, etc... The problem is, before we can start to think seriously in adding changes (code-wise, and gameplay-wise), we need to reach a point closer to completation, otherwise, things will never get to an end (as RambOrc would tell you).
What I'm trying to say is: even though the Wendigos ideas are pretty good, and must be retained, it also must be in limbo stage untill we reach the "new enemies" phase, that probably would have to relate with the new maps and defined story-line. If everybody vote for it's implementation, then there wouldn't be any problem to start working on them imediately, but the natural and probably the better way would be to complete the really necessary things before we go to the juicy extras. It's like a building, we must start with the fundation.
If you want a rough list of things to be done for the next project, Scattered Evil, here it goes:
-Hurt Skin: almost completely done, there's only the Warrior's one (which I'm making), Korax', and probably Wendigo, but I'm not sure if Firebrand already did it.
-NPCs: those are extremely hard to make, and we sure will have to unite to make a decent number of good NPC's for the SE city. I have made two characters MODs with full walking animation (helmet-less Cleric and City Mage), and started a good number of Standing-only NPCs. Some were finished, others are just in paper (sketch). Yet, in this stage, they can easily be transported to the editting program and serve as base to the real sprite.
Insight: even though walking animations are really cool for NPCs, it's yet not determined if it's useful at all, since there are difficulties in determinating paths for AI characters, and a person walking around without any orientation would be meaningless. The best controled way would be the Standing only characters, with talking animation (moving mounth, and possibly arms, hands, etc...). There's no resolution in the use of "warriors" NPCs, which could help the player in some maps, like the Dark Servant; this still has a lot to do with the NPC making capability (since they need much more frames), and of course coding capability. It would also to be closely related to the story line and made possible in complex maps, so, you see what I mean... <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
As for the Standing NPC's, there are some fixed characters that are needed to populate the essential places of the twon, like a tavern keepr, the Leaders of the 3 Hexen's Orders, merchants, key npcs, etc... (For a detailed list, you should talk to RambOrc). Of course, many others can be added, as city's population, but that would be extras.
-New Weapons/Items: SE will have several original in-screen (HUD) weapons, for all characters (specially warrior). Those are hard to make, if you think of the detailed paintings and the need to keep on the Hexen's style of graphics/colors/shadows/etc... Also, the animation in itself is a chalenge, it has to run smooth and realisticly. I have tests on the area, and already made several animations on paper, but I need yet to scan them and make them available for serve as base for the sprites. There is also the idea of rip others games frames for the same porpouses.
Also, there'll be new items (specially ordinary ones), that will need sprites and possibly in-screen animations (unlikely, though).
This is focusing the "essential" part of the work (Some info may not be up to date - help me out others team's members). <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->