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RPGVault posed this question to the developers (apparently before they - RPGVault and the developers - knew about the new release date: "With Lionheart approaching completion, what are a couple of things that stand out in your mind with respect to your personal work on and contributions to the game?". This is how Lead Designer Ion Hardie answered:
Ha! Where to begin?! This game has challenged me in just about every way I can imagine in the game making process, and Lionheart has become a better game because of it. The most important thing that I have learned during the course of this game is that, no matter how overwhelming the task, you can achieve your "pie in the sky" objectives with a can-do attitude and lots of hard work. I wrote a list of 10 things on my white board many months ago, describing in quick bullet points what I needed to accomplish with this game to bring it to completion. These 10 things represented all of what I needed to do to get the game ready to ship. Such little things as "Get all spells working as designed" and "Get all dialogue completed, scripted, and in the game" are on this list, and at the time, all 10 tasks seemed overwhelming when taken in one large dose.
Now, there are only two things not completed on this list, and both bullet points are not completed because of stuff I am waiting on from other people. The programmers have one thing, and the people making our sound effects have the other.
And, on a more personal side note, I am very happy with the unique magic items that I put together using art and models that were not going to be used as the story changed. My side project has been to go back and gather up 3D models, inventory images and pickup items that were very cool, but were "phased out" with our changing story line. I went in, invented history for them for our time line, and made unique magic items that I think are pretty cool and I hope others enjoy finding/buying them. You can read the other answers by the team here. |
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