Advanced Search

Author Topic: MM8BDM Concepts and unused Assets [MASSIVE SPOILERS]  (Read 6950 times)

0 Members and 1 Guest are viewing this topic.

November 08, 2020, 04:16:04 PM
Read 6950 times

Offline CutmanMike

  • Administrator

  • Is it hot in here or is it just zscript?
  • *******
  • Date Registered: December 17, 2008, 12:24:34 PM

    • View Profile
    • https://cutstuff.net
MM8BDM Concepts and unused Assets [MASSIVE SPOILERS]
« on: November 08, 2020, 04:16:04 PM »
Greetings. In this thread I will be posting details around the development and conception of MM8BDM's story campaign. It's interesting to see how things developed over time, and how well things have aligned to my vision of the final game. The team did a great job at adapting what I had in mind and  I am 100% satisfied with how things turned out. However, everyone is different and I'm sure some of you will find interest in some of the unused things for the game, and maybe even disappointment some of these didn't make it in. Enjoy.  :)

Here be spoilers! You've been warned

Final Boss concept (2016)
(click to show/hide)

MM10 Final Boss
(click to show/hide)

MMV Final Boss
(click to show/hide)

MM8BDM Final Boss (Player)
(click to show/hide)

MM8BDM Final Boss (Boss)
(click to show/hide)

Hidden Boss:
(click to show/hide)

Other:
(click to show/hide)

I will post more should anything I've missed come up.

Here's full galleries of Pegg and BatteryBlack's artworks, some I omitted from this post:
https://imgur.com/a/PhN3AnT
https://imgur.com/a/LNkmXCz

November 08, 2020, 05:00:47 PM
Reply #1

Offline CutmanMike

  • Administrator

  • Is it hot in here or is it just zscript?
  • *******
  • Date Registered: December 17, 2008, 12:24:34 PM

    • View Profile
    • https://cutstuff.net
Re: MM8BDM Concepts and unused Assets [MASSIVE SPOILERS]
« Reply #1 on: November 08, 2020, 05:00:47 PM »
Some work in progress screenshots that show unused stuff. Again, spoilers here.

(click to show/hide)

Molly:


An early concept of Deep Digger was to have it change properties depending on what surface you "dug" from. I still think this a neat idea, but it would require giving every surface texture in the game a property of what "type" it is, which isn't very viable in this engine. Especially if you consider custom maps with new textures.