RambOrc, the problem with the missing data on the Witchaven frames reminded me about the Witchaven guy gameplay characteristics, that were not discussed up till now.
Everyone that played that game knows that the warrior/thief/mage character looks cool, but is quite crappy to play. Specially in lower levels, he moves, turns and attacks slowly, has a strange jumping physic, but, above all, his attacks are very frustating and annoying because not only they are very slow, but also don't have sense of distance, and most of the time won't hit the enemy even when he's standing in front of us, without any reason (probably, they wanted to add a "realistic" mechanic of missing an attack even though you are close enough, like in real combat - in a hard fantasy game, it sucks though).
Since it seems obvious that none of the original specs from the character can be converted from Duke's to DOOM engine, how do you plan to develop this character in Korax Arena?
It seems we have the choice of:
- Studying the original game, emulate his original stats (speed, height, power, health, etc.) exactly as in Witchaven games, which would be very hard (specially for Moose), ut also interesting, to put face-to-face two different game's physics and see which is better suited (my bet is the DOOM series, of course).
- OR we could use only the images as references, and actually build a whole new physics set and stats for the Witchaven guy, converting him to a "the DOOM way" kind of character, making him more competitive, y working on his weakness (slow movement, etc.).
So, what do you guys say?