.plan (Copyright Grimoire Systems Pty. Ltd. All Rights Reserved) "Mickey Mack" (Mike McKenzie, Artist, Grimoire & AGL) 8-12-2000 hello all. Cleve has asked me to write my first .plan file for the new web site for Team Jihad. This is my first so please bear with me as I am not abs sure what goes in a plan file. Basically my role on Team Jihad now is that I am paid artist plus royalty share to work on some of the art for the upcoming AGL games that cleve is currently at work on the engine, also some bits and pieces to finish off on Grimoire. Cleve approached me after being referred to me by a friend on the internet bout doing some work on these so-called AGL games of his. Now he is an upfront person and always is honest with you, so I was honest with him not to bs him. I told him guy, I am happy to do this artwork for you and I especially like graphic comic style artwork, but one thing I should tell you is that you should not get your hopes up too high for adventure games because they are not coming back too soon as a big ticket sales item. But by all means lets do a great adventure game I will make it look awesome. Cleve sent me a working file of the AGL demo engine with some artwork he had ripped out of Cadillacs and Dinosaurs just to use in the demo. Dude, I sat down and just about s--t my own pants. If you can imagine roleplaying a character in a good quality real graphic comic book with high color art and the best large smooth scrolling areas I've ever seen, that is about the AGL in a nutshell. The conversations with characters are a lot like Sierra style and there was quite a bit of great playing with inventory and also doing things with items as well. We're talking big chars here like 228 pixels tall on screen. Plus this was not just tile blocks, it was freeform walking areas on a Z-axis so you could both walk behind and in front of things all over the screen. You could climb a ladder way up to a platform in a tree and that was a freeform masked room up there too. Now lots of stuff was not functioning in this demo. But from what I saw I would kill to play some games like this if they were not too pricy. So cleve carry on guy. At present I am working on some of the backgrounds for "Charnel Pit" a game about a Jason-type character who is chained in a cellar for 34 years by satanic worshippers. He has to break loose and kick some satanic butt, very hardcore dude (Cleve : "He must have MASSIVE ARMS! At least 32 inch biceps!!!!) Actually I have designed him with a sack over his head with holes torn in it, totally buffed out physique but he's still being refined. I have also done some concept drawings for the tiles in prometheus which tends to be a more arcadish game with some rpg elements in it. Cleve was not too happy with these so I have switched off to Charnel Pit and it seems these are going well or at least "Tex" has not complained yet anyway. I think this kind of adventure game is a good idea and I am happy to be a part of something that might turn out a very cool system for shareware games. Cheers, |
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