If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Proto:Shadow Warrior (1997)/Prototype 1996-06-27

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Proto:Shadow Warrior (1997).

The June 27th, 1996 Shadow Warrior prototype comes a little more than two weeks after the previous prototype. While most of the game is the same, several changes have been coming in that bring it closer to the final game, such as the Riot Gun only shooting shotgun shells and the spell system being removed. Some new enemy sprites have appeared as well, with a bonus surprise of several voxels being included with the prototype, all of which show enemies and characters instead of items. A few new levels have been added as well.

General

Player Sprite

Swjun27th 1106.png

The player has once again received a new sprite. This design is similar to the one found in the June 11th prototype, but was completely redrawn. The player's face is now exposed, and the sprite itself is overall larger than the old one. It appears to have lasted a while, as it was only replaced in the April 1997 prototype with the final design.

This design matches concept art made by Chuck Jones for the "Shadow Warrior Dude".

The old sprites used in the June 11th prototype are still in this one, and appear in later prototypes as well.

Prototype Concept art
Swjun27th 1106.png Sw97 conceptart08.jpg
June 27th, 1996 June 11th, 1996
Swjun27th 1106.png Swjun11th 3329.png

HUD

Swjun11th 2880.png

The HUD now properly tracks the weapons the player has and the amount of ammo that is available for each weapon. However, it's fairly bugged; the game will often show incorrect values, such as having 480 rounds for the Uzi, when in reality the player only has 250.

The key and inventory bugs from the previous prototype are still in this one.

Cheats

This prototype has changed cheats around a bit. The major cheats were reworked so that one has to type a message out, like in Doom and Duke Nukem 3D, instead of using key binds. However, some old key binds are still usable.

Input Effect Image
SWGOD God mode.
SWITEMS All keys, all weapons, max ammo for each weapon.
SWALL God mode, all keys, all weapons, and max ammo for each weapon at once.
Alt+ R Restarts the level with the player's current inventory and other effects, such as God mode. Health is reset to 100.
Alt + A Disables automapping in the automap, showing everything, including tags, props, the player's position, items, and enemies. Swjun27th automapoff.png
Alt + M Freezes all entities except the player, including projectiles.
Swjun27th freeze.png

Menu

Swjun27th menu.png

The game's menu now has the title on the top of the menu. This forces the menu itself to be moved down a little.

The title was eventually replaced in the final game, but the graphic for it still exists as late as the April 1997 prototype.

The "Load Game" option freezes the game.

June 27th, 1996 June 11th, 1996
Swjun27th menu.png Swjun11th menu.png
Prototype Final
Shadow Warrior-Menu Title Proto.png Shadow Warrior-Menu Title Final.png

Demos

This prototype removes the demo for $scene. In addition, the demo for $boss1 is horribly out of sync, since the first part of $boss1 was removed in this prototype.

Spells

The spell system from previous prototypes has been completely gutted. The player can no longer pick up mana, the mana pickups themselves have been replaced, cheats no longer give mana, and the spell scrolls found throughout levels no longer show a spell name when picked up.

This creates a bit of a problem, as the player still has the Shadow and Night Vision spells. But, since mana can no longer be obtained, there is no way to use them anymore.

Teleporters

Teleporters are broken in this prototype, making it difficult to navigate some maps.

Exit Message

This prototype removes all of the Doom-style exit messages previous prototypes had in favor of the one used in the final game. However, the game will show a random character underneath it, most likely a glitch.

Third Person Mode

Third person mode is now activated with the F7 key. This is kept in the final game.

F10 to Quit

The F10 key now quits the game, like in the final game, instead of crashing it.

FRANK.TXT

Inside the prototype's files is a text file containing what appears to be a list of requests for level editing functionality to programmer/designer Frank Maddin, written by level designer Richard "Levelord" Gray (who appears to have typoed his own alias, amusingly). Gray was not credited in the final game, presumably because he had left 3D Realms by that point.


Frank List, July 19 from The Levleord.


Priority 1:

- Need switch control over everything.

- Need control over auto-close.  Doors should NOT autoclose by default
(me thinks) and I need to determine auto-close time.  Would like auto-
close control on as many sector effects as possible (elevators, swingers,
sliders, etc.).

- Need better control over invisible explosives.  Need to link to an event
and need to set delay before explosion.

-  Move player's start position with sector group (ST1 #200, #201).


Priority 2:

- Use Z of ceiling/floor stomper sprites (ST1 #40, #41) to determine
height of stomp.

- Need to synchronize lighting effects.  Use hitag to generate random
flicker, but insure similarly tagged sectors get same flicker.

- Sprites need to move on with moving relative floors/ceilings.  Default
is to move with floor (sprite's Z equal floor or above), and, if possible,
move with ceiling if sprite has been Ctrl-PageUp'ed.


Priority 3:

- Need a red sector version of slider doors.  Used for draw bridges, etc.
(Would make a cool trap floor if used with sector-over-sector ;)

- Need to make tiles #647 and #648 (acetaline tanks) explodable.  Need same
control as invisible explosions.


============================================================

July 20

Priority 3:

- Can player shoot (one-handed guns) while on ladder.  Cool if he could look
around, especially if in manual-aiming mode.

Graphics

Removed Graphics

Graphic Tile Number Notes
Swjun27th 0761.png 761

Changed Graphics

June 11th, 1996 Final Game Tile Number Notes
Swjun27th 2180.png Swjun27th 2181.png Swjun27th 2182.png Swjun27th 2183.png Swjun27th 2184.png Swjun27th 2185.png Swjun27th 2186.png Swjun27th 2187.png Sw97final 2180.png Sw97final 2181.png Sw97final 2182.png Sw97final 2183.png Sw97final 2184.png Sw97final 2185.png Sw97final 2186.png Sw97final 2187.png 2180-2187 Shell slightly lengthened, details removed.
Swjun27th 2702.png Sw97final 2702.png 2702 Completely new sprite.
Swjun27th 2704.png Sw97final 2704.png 2704 Completely new sprite.
Swjun27th 2705.png Sw97final 2705.png 2705 Completely new sprite.
Swjun27th 2720.png Swjun27th 2721.png Swjun27th 2722.png Swjun27th 2723.png Sw97final 2720.png Sw97final 2721.png Sw97final 2722.png Sw97final 2723.png 2656 N/A

Creature

Swjun27th 1843.png

Buried in the items sprites in tile 1843 is a strange creature. There's no hints as to what it was supposed to do, or if it meant anything at all.

Sumo Sky Palace Images

Tiles 2730 and 2731 have images from what appear to be the level $plax1 (Sumo Sky Palace in the final game). The first one can be traced to an area in the level, but the second one doesn't appear anywhere at all.

Both of them are removed in the final game.

Tile 2730 June 11th and 27th $plax1
Swjun27th 2730.png Swjun11th plaxpic.png

Voxels

This prototype includes several voxels. None of these appear in the final game, and in fact, most of them show character designs that were either scrapped in this prototype or in the final game.

Voxel000

Swjun27th voxel0 1.png

Voxel000 is the Ninja enemy from previous prototypes.

Voxel Sprite
Swjun27th voxel0 1.png Swsep95 1108.png

Voxel001

Swjun27th voxel1 1.png

Voxel001 is the Coolie enemy, using the design seen in several prototypes, including this one.

Voxel Sprite
Swjun27th voxel1 1.png Swsep95 1402.png

Voxel002

Swjun27th voxel2 1.png

Voxel002 is the Coolie Ghost, using the old design seen in the September 1995 and June 11th, 1996 prototypes.

Voxel Sprite
Swjun27th voxel2 1.png Swsep95 1441.png

Voxel003

Swjun27th voxel3 1.png

Voxel003 is the Guardian, using the final game's design.

Voxel Sprite
Swjun27th voxel3 1.png Sw97final 1472.png

Voxel004 Through 007

Swjun27th voxel4 1.png

Voxels 004 through 007 feature the player and Ninja design seen in this prototype. The voxels are meant to represent the sprite's walking animation.

Voxel Sprite
Swjun27th voxel4 1.png Swjun27th 1106.png

Music

Music does not play by default, but it includes more songs than the previous prototype did.

Sounds

Several new sounds, such as a new firing sound for the Shuriken and a generic idling sound for enemies, have been added.

Weapons

Katana

Swjun27th 2080.png

The Katana now has its final sprite, but has different arm bands.

It behaves like it does in the previous prototype.

Prototype Final
Swjun27th 2080.png Sw97final 2080.png

Shuriken

Swjun11th 2045.png

The Shuriken is the same as it was in the previous prototype.

Riot Gun

Swjun27th 2211.png

The Riot Gun has undergone some changes from the previous prototype. It now only shoots shotgun blasts. It fires faster than in the final game and does not have a cooldown after a certain amount of shots, unlike the final game.

The gun's first person sprite has undergone some changes as well. The top of the gun moves and ejects spent shotgun shells, fire comes out of the holes in the center of the gun when it is fired, and the Riot Gun moves and jerks a lot more when shooting than in the June 11th prototype.

Its final alternate fire mode is not in the game.

Inside the prototype's files is one sprite featuring the Riot Gun without a magazine, and another showing an incomplete hand holding the Riot Gun's magazine. These were likely for a scrapped reload animation.

Prototype Final
Swjun27th 2211.png Sw97final 2211.png
June 27th, 1996 June 11th, 1996
Swjun27th 2211.png Swjun11th 2211.png

Uzi

Swjun27th 2004.png

The Uzi now has its final sprite, but it's a little lighter than the final sprite. The armband shown when the gun is being reloaded uses a different design than the final's, but it matches the armband seen in several other first person weapon sprites in this prototype.

In-game, it behaves the same as it did before, including the busted dual-wielding.

The left Uzi when dual-wielding does not have an ejector on it, which makes it obvious that the left Uzi is just a mirrored version of the regular Uzi.

Prototype Final
Swjun27th 2004.png Sw97final 2004.png
Prototype Final
Swjun27th 2009.png Sw97final 2009.png
Prototype Final
Swjun27th dualuzis.png Sw97final dualuzis.png

Railgun

Swjun27th 2010.png

The Railgun makes its first appearance in this prototype.

Its sprite is much rougher than it is than the final design. The body is jet black, the only details it has is on its muzzle and purple part of its body, and it is not animated.

When fired, the Railgun behaves exactly like the rocket-firing mode for the Riot Gun in the June 11th prototype did, including the cooldown that first happens when four shots are fired, then subsequently happens after every 12 shots. Rocket ammo for the Riot Gun resupplies the Railgun as well.

Prototype Final
Swjun27th 2010.png Sw97final 2010.png

Grenade Launcher

Swjun27th 2121.png

The arm holding the Grenade launcher has been slightly tweaked to match the design seen on the Uzi, Ripper's Heart, and Katana in this prototype. In-game, it is the same as it was in the previous prototype.

The grenade this weapon fires has been given a bronze color, but it's lighter than the final's grenade.

Prototype Final
Swjun27th 2121.png Sw97final 2121.png
June 27th, 1996 June 11th, 1996
Swjun27th 2121.png Swjun11th 2121.png
Prototype grenade Final grenade
Swjun27th 2112.png Sw97final 2112.png

Sticky Bomb

Swjun11th 2220.png

The Sticky Bomb is the same as in the June 11th prototype.

Rocket Launcher

Swjun27th 2070.png

The Rocket Launcher's sprite has received a few details making it closer to the final design. A set of two lights has been added to the left side of the gun and light readout found on the final design has been added to the lower-center of the gun.

This weapon has tiles showing the light on the left side turned green and the dots, along with the HEAT icon, in the center lit up, but there doesn't seem to be a way to trigger this in-game. There are dot graphics showing 0 to four dots turned off. This mirrors the graphic for the HEAT rockets in the final game, suggesting they were already working on the HEAT function when this prototype was compiled.

It behaves the same as it did before, including its tendency to crash the game.

Prototype Final
Swjun27th 2070.png Sw97final 2070.png
June 27th, 1996 June 11th, 1996
Swjun27th 2070.png Swjun11th 2070.png

Ripper Heart

Swjun27th 2050.png

The Ripper Heart itself now spews blood from its cut-off veins, making it visually the same as it is in the final game. The armband uses a different and less-detailed design than the one in the final game.

It still behaves like it did before.

Prototype Final
Swjun27th 2050.png Sw97final 2050.png

Guardian Head

Swjun27th 2048.png

The Guardian Head's graphic has been changed again. It seems the team retook images from the render used in the firing animation for the previous prototype, but angled it differently and had the ponytail put down.

In-game, it is the same as it was in the previous prototype.

Prototype Final
Swjun27th 2048.png Sw97final 2055.png
June 27th, 1996 June 11th, 1996
Swjun27th 2048.png Swjun11th 2049.png

Enemies

Unless stated, enemies are the same as they are in the previous prototype.

Ninjas

Swjun27th 1106.png

The Ninjas now use the player's new sprite. However, the conversion is not complete; they will still use their old sprites when using spells or when dying after committing suicide.

Behavior-wise, they are the same as they were before.

Coolie Ghost

Swjun27th 1441.png

The Coolie Ghost has begun to use the final design. His idle sprites use the final design, but the sprites are larger, darker, and more detailed than they are in the final game. He uses his old design when using his melee attack and dying, however. His pose appears to be similar to a generic t-post instead of the ghost-like pose the final one uses.

He behaves the same as it did before.

Prototype Final
Swjun27th 1441.png Sw97final 4278.png

Items

The items are the same as the previous prototype, unless otherwise stated.

Medkit

Swjun27th 1802.png

The Medkit replaces the Red Needle from earlier prototypes. It uses the same sprite that the final's Medkit uses, but with a red cross and a dark gray body.

It restores 10 health when picked up.

Prototype Final
Swjun27th 1802.png Sw97final 1802.png

Large Medkit

Swjun27th 1803.png

This prototype replaced the red potion with a large Medkit. Interestingly, the sprite for this item is used as the sprite for the portable Medkit in the final game.

It restores 25 health when picked up.

BOTS

Swjun27th 1810.png

This prototype replaces the mana-restoring blue potion with a battery-like object that has BOTS written in the center of it. It can be picked up, but it does nothing when obtained.

This item appears in several more prototypes before being removed in the final game.

BOTS Text

Swjun27th 1806.png

The blue potion's smaller cousin, the blue vial, is replaced with a placeholder texture that spells out BOTS in yellow text. It cannot be picked up.

Repair Kit

Swjun27th 1813.png

The Repair Kit from the final game makes its first appearance in this prototype, but has a larger and different sprite. The prototype's sprite has more space between the top of the kit and the word "TOOLS" and uses a lighter shade of red.

There is no way to actually use it in the prototype.

The player will always have a Repair Kit when starting a level from scratch.

Prototype Final
Swjun27th 1813.png Sw97final 1813.png

Levels

Hmmm...
To do:
Add these.

This prototype adds some new levels, such as $dozer, which would eventually become the second level in the shareware episode.