|

The
MGC Times
August
2012 Newsletter
Dear
customers and fans,
Yesterday
I released v1.01 of Dirk Dashing 2: E.V.I.L Eye!
This
update mainly fixes a number of bugs reported by players over the past few
weeks. It does not include any new content or functionality. If you're
interested in the full list of changes, check out the formal
announcement in the forums. I've sent fresh download links to all
existing customers. If you purchased the game after July 30, then you've
already got a download link to the latest version. If you haven't
purchased yet, you can download an updated demo from here.
- Troy Hepfner
Status
of the Dirk
Dashing 2 Strategy Guide
I've
outsourced the strategy guide to a woman that writes such things for a
living. She's been busy generating all of the full-color level maps and
writing the walkthrough. I'm told it's getting close to completion. When
she's done, I'll add in all of the conceptual art, and then publish it.
Hopefully the strategy guide will be finished very soon!
Production
Update on Dirk Dashing: Secret Agent! Special Edition
A
lot has happened since I announced
that Dirk Dashing 1 would be getting a facelift.
I
had originally allocated 1 month to update the game's graphics and audio
engines so it looks and sounds more like Dirk Dashing 2. But when I
started comparing the code between DD1 and DD2, and what it would take to
port some of the features (like lighting, shadows, etc) from the new
engine to the old, I discovered that it was going to be more complicated
than I thought. I realized it would be easier to just use the new engine
and convert the DD1 levels to the new format.
What
this means is that DD1 will not only get a facelift but also inherit a ton
of new features! These will include:
-
The
new health system, so there's no more instant death
-
The
new inventory system, so you can carry multiple weapons & gadgets
and use them whenever you want
-
The
new lighting engine (though I will only be using this to provide
better visuals, not for stealth)
-
The
new interactive audio engine, with music that fades in and out,
ambient sounds, footsteps, etc.
-
The
improved AI, so enemies can hear Dirk moving and react accordingly
-
The
improved artwork, with cel shading and shadows
-
The
ability to customize your controls for your keyboard and joystick/gamepad
-
The
two extra save game slots
-
A
plethora of major and minor improvements
DD1
will not get the new dart gun, night vision goggles, explosive charges, or
new enemies from DD2. And except for the ability to tip-toe quietly, none
of the new stealth abilities will be used in DD1. I want to stay as true
to the original game as I can within the framework of the new engine,
though there will be some differences (more on that shortly).
I've
already rebuilt DD1 with the DD2 engine, updated the menu graphics, and
converted the first 3 levels to the new format. Here's the new main menu
for DD1:

For
comparison, this is what it currently looks like in the version you can
download and play:

To
show you how different the levels look, this is what the first level
currently looks like, with the old DD1 engine:

And
this screenshot shows what the same scene looks like now that I've ported
it over to the new DD2 engine:

You
can see that both Dirk and the snow wolf look much better with cel shading
and shadows applied. You can also see the new score box in the upper left
corner, and that the stun gas grenade has been replaced with the new
drawing from DD2.
Here's
another example of the kinds of changes I'm making. These screenshots are
from Chapter 1-3, where Dirk enters the caves underneath the black market
shop. Here's what it currently looks like:

And
here's what it will look like in the Special Edition:

I've
added lighting effects to help it feel more like an underground area where
there isn't much light. I've added the new E.V.I.L logo to the walls,
which not only adds a splash of color but also helps explain the presence
of E.V.I.L agents in and around the black market shop - they're the ones
who are running it! I've added piles of crates in various places
throughout the caves so it feels more like a hidden storage area. That
also helps break up the blue walls and floors in the background. And I
updated the doorway so that you can see a glimpse of what's beyond it,
like you can in DD2.
One
of the biggest challenges for me was deciding what to do with the apples.
The current DD1 has no health system. Instead, Dirk starts with 3 extra
lives, and if he touches something harmful, he instantly dies. Dirk earns
extra lives by collecting 100 apples or by finding a rare bag containing
100 apples. But in DD2, there are no "extra lives". Dirk can
take multiple hits, and if he dies, he has unlimited lives. So what would
be the point of collecting the apples?
I
thought about removing the apples altogether, or replacing them with some
other treasure item. But I rather like the apples. They're a small tribute
to some of my favorite arcade games that featured fruit as one of the
items you could pick up. And I love the crunch sound when Dirk picks up an
apple.
So
what I decided to do was replace the Stealth Bonus (which isn't applicable
in DD1, since there are no alarms) with a Forager Bonus. If Dirk can find
all the apples in a level, he'll earn the 10,000 point bonus at the end of
the level.

The
apples aren't needed to win the game, but it makes a fun little side
quest. And to make it more interesting, I'm not going to show the % of
apples collected on the iSpy, or let the player know how many there are on
a given level. That would make it too easy, considering players will be
able to carry the x-ray glasses around and use them whenever they want.
But I will play a little sound effect when Dirk finds the last one, like I
do when the player gets the last treasure item.
The
other big difference between DD1 and DD2 are the chapter selection pages.
You may recall that DD1 only has 5-6 chapters per page, while DD2 has 7-8
chapters per page. Since DD1 inherits the new chapter selection pages from
DD2, this means that I will be creating several brand new levels for DD1
to fill those extra slots. I'm particularly excited about that, because it
means I can add more content to the demo. When I originally designed the
game, I didn't think far enough ahead, so many of the game's best features
aren't in the demo. I'm thinking about adding a boss battle to the end of
Part 1, to show off some of the E.V.I.L agents and enhance the spy theme
of the game. And I'm going to add a new area of the town to explore, to
show off some other features. Parts 2-5 will also receive 1 or 2 new
levels each, so there will be plenty of new content in addition to the
current levels.
This
is obviously going to take me longer than 1 month to finish. But since
I've outsourced the Dirk 2 strategy guide, I've gotten an earlier start on
DD1 than I originally anticipated. I'm hoping to have Dirk Dashing: Secret
Agent Special Edition ready within 3 months. Stay tuned!
Click
here to sign up for my monthly newsletter!
|