![]() ![]() Īnother change made very late in development was the Imps' priority of collecting gold to corpses. The game had 25 creature spells, 16 keeper spells, and 12 traps (including a Fireball trap that doesn't appear in the final game). ![]() With the redesign, this was changed to Imps digging (with the player tagging tiles) and then claiming them. Previously, the game's tasks included the player digging tiles himself and using mana and money to summon creatures and unleashing them on enemies. By this time, Dungeon Keeper had underwent a fundamental reworking: the 3D graphics engine was replaced with a 2D one, and the user interface was redone from scratch. ![]() (Source: Bullfrog Bulletin issue 4 page 8)īy early 1997, Dungeon Keeper was "near-complete", and a release date of summer 1997 was estimated. Ī development video shows another significant difference in the intro sequence: the skull alarm was originally an orb that glows: It also said there was a Freeze Trap, and that the Gas Cloud Trap killed on contact. The February 1996 issue of PC Entertainment revealed the following names for certain creatures: Final The original intention was to have grenades, but this was deemed to not fit in with the RPG theme, although the final game would call the spell "Grenade". By April, the "exploding lizards" weapon has been implemented. Imps would also have turned corpses into food and "tag" souls. Also discussed was the idea of magic being represented as souls, which would have been dropped when a unit is killed along with their money. In an interview, Carter discussed the game letting players setting up "monster portals" to lure minions into the dungeon, where they would have been took to the prison. By autumn, the game was "just weeks" from completion. The third issue of Bullfrog Bulletin claimed a summer 1996 release date. Gold was used to summon corporeal creatures, and mana was used to summon magical creatures. Creatures were also split into two types: corporeal and magical. Also seen is the first part of the intro, where there is a minor difference to the final: the Dwarf doesn't put his sword away. Barbarians and Thieves are also seen with shields and swords which they do not have in the final game. Īn early 1996 trailer showed the game with a very different interface to the final game, used to summon creatures using resources and then controlling them as a group (assets for this user interface can be found in the final game).
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