We have something completely different from the projects we've done before in the works. It's called "medEvil", and it's a fantasy type mod that's sort of a cross between Castlevania and Hexen. You embark on a quest through a monster ridden castle to destroy an evil vampire and his army of darkness. The game will have a greater focus on melee combat than previous projects, though it will still feature a full range of magical shooting weapons as well. The game will feature ten levels, and coding changes similar to OMS2 (as well as some others). An update for the project will be posted here when the project is completed, though no release date has been set yet.

Post news Report RSS Slight Change to Gameplay Dynamics

Mapping progress has been continuing daily on my end, which is a good thing (that's partly to thank for some of the new screenshots, though the rest are just from levels that have been around for a while, I just couldn't take screen shots with my old PC anymore). Initially, the goal of the

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Mapping progress has been continuing daily on my end, which is a good thing (that's partly to thank for some of the new screenshots, though the rest are just from levels that have been around for a while, I just couldn't take screen shots with my old PC anymore).

Initially, the goal of the game was to force the player to have a melee heavy gamplay experience throughout most of the levels. My goal in my initial level design was to deprive the player of ammo as much as possible to force the use of the sword early on. Well, The sword is still a very powerful weapon, but I've changed my original vision just a little bit.

I understand that many fans of RPG type FPS games enjoy being able to determine the "class" and fighting style of their character, and some favor chopping stuff up with a sword or axe, while others enjoy frying enemies with magic missiles and other mystic weapons. Well, medEvil already has both types of weapons, and while it makes for a different gaming experience to have to frequent the sword, like anything else, it can get a little old after a while having to always conserve your ammo. Therefore, a balance has been achieved that will give the player a couple of each type of weapon to choose from (melee or magic), and they'll be allowed to decide which ones they prefer to use.

As with all mods, it will pay to be conservative with ammo, as it will still be fairly scarce, but not nearly so much as it initially was. In addition, there will be levels with bosses who will require nearly all the ammo you are capable of carrying to defeat, unless you are interested in battling them hand to hand.

Anyway, that was a lot of babble, but I hope I got the point across. Hand to hand combat will still be a viable and often necessary element of gameplay, but folks who prefer the ranged magic weapons will have more of a chance to use them throughout the game as well. Currently, the weapon count is at 5 weapons. They are as follows:

1 - Magic Sword Alatas (melee)
2 - Wand of Magical Attack (magic)
3 - Staff of Expeditious Attack (magic)
4 - The Vampire Slayer (magic)
5 - Axe of Precipitous Hewing (melee, but uses magic)

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