This is a sub-page of Proto:Blood.
The January 15th, 1995 prototype of Blood was produced a little bit more than two months after the previous prototype. It is a bit further along than the previous build, with weapons, more enemies, several new graphics and some mechanics being implemented although the game still evidently needs more work.
|
|
To do: |
General#
QSEYMY.MAP#
When the game starts without telling it to load a specific level, it attempts to look for a level called qseymy.map. The map is not included with the prototype, so it will always stop with an error about not finding qseymy.map as soon as the executable is started without specifying a level to load. The November 1994 prototype does have this map and putting it into the game’s root directory will let the game start normally.
HUD#
right The game has now implemented the HUD graphic from the previous prototype. The HUD itself has seen a few changes, namely the included face has been removed, the meters have had their boarders removed, the weapon indicator has been redone, the numbers have received some minor shading and the meter to the right has been made blue instead of yellow.
The face sprites have also been implemented; they simply just cycle through a bunch of faces and don't respond to anything specific.
This HUD is still completely static outside of the face sprites. Several of the separate sprites from the previous prototype are still unused.
|
November 1994 |
January 1995 |
|---|---|
|
|
Beast Mode#
Pressing B will cause the player to transform into a beast. This causes the screen to tint red and the player to crouch. If the player is holding a weapon, they will still be holding it. Pressing the key again will revert the player back to human form.
The design of the beast looks nothing like the Beast of the final game.
MPX Files#
The .CNT files of the previous prototype have been replaced with a new .MPX system in this one.
Graphics#
Several of the graphics from the previous prototype are present here, so unless otherwise stated, they have remained the same.
Removed Graphics#
Graphic |
Tile Number |
Notes |
|---|---|---|
11-12 |
||
794 |
||
1147 |
Later Removed#
Graphic |
Tile Number |
Notes |
|---|---|---|
658 |
Overwritten with the fire extinguisher sprite of all things. |
Changed Graphics#
Prototype |
Final |
Tile Number |
Notes |
|---|---|---|---|
file:BloodJan95-0110.pngfile:BloodJan95-0111.pngfile:BloodJan95-0113.pngfile:BloodJan95-0114.png |
file:Blood-0110.pngfile:Blood-0111.pngfile:Blood-0113.pngfile:Blood-0114.png |
110-111, 113-114 |
|
654 |
|||
655-657 |
|||
758 |
Completely new sprite. |
||
759 |
Completely new sprite. |
||
772-775 |
|||
796 |
Reorientated and redrawn. |
||
797 |
Company Logos#
Tile 2047 depicts the logo of the game's developer Q Studios Corporation. This graphic did survive to the final release but was eventally replaced with the "Blood The Movie" poster sprite.
The Apogee logo from the previous build is still here.
Skybox Textures#
The skyboxes from the previous prototype are still present. They are now joined by tile 2056. This graphic appears to be edited from the mountain skybox but with more of the sky and different clouds.
At some point prior to the December 1995 build, this graphic would receive a new design, but both it and the November 1994 skybox were later marked as obsolete.
Sounds#
The build is dead silent much like the previous one.
Weapons#
The weapon sprites from the previous prototype have been implemented but they still don't appear to be usable.
Pitchfork#
The Pitchfork is now able to be selected. It is bound to the 1 key. The attack frames from the previous prototype are still present and unused.
Tommy Gun#
The Tommy Gun is also able to be selected in this build. It is bound to the 2 key. Its firing frames from the previous prototype are still present and unused as well.
Pickup Weapons#
All of the pickup weapons are now used but don't do anything when picked up. The sprites have largely remained unchanged expect for one.
Shotgun#
The Shotgun has had the barrel on its spite shortened from the previous prototype.
|
Prototype |
Final |
|---|---|
|
|
|
|
November 1994 |
January 1995 |
|---|---|
|
|
|
Spray Can#
The Spray Can makes it first appearance here. It has slightly different shading from the final.
|
Prototype |
Final |
|---|---|
|
|
Items#
Like weapons, items from the previous prototype have been added but they don't have any effects when picked up.
Feather Fall#
The normally unused Feather Fall makes its first appearance here. While its sprite is the same as the final, it also has several frames for a rotation animation that didn't.
Enemies#
More enemies from the final game appear in this build. Enemies still don't have any AI and simply just stay in place.
The BLOOD.TXT file seen in later prototypes has an entry from January 20th, 1995 (five days after this build has complied), giving some insight into the developers' thoughts about the game's enemies around this time.
Zombie#
The Zombie appears in this build. He has a much skinner body, longer pants, the left side of his face coming off and isn't armed an axe. He has several sprites for rotations, walking, dying, getting up and being burned.
Notably there is a single tile featuring the zombie with an axe. It is stored before the other Zombie sprites.
While this design was scrapped, some props in the final game would later make use of it.
|
Prototype |
Final |
|---|---|
|
|
|
|
Prototype |
Final |
|---|---|
|
|
|
Prototype |
Final Prop Sprite |
|---|---|
|
|
Gargoyle#
The build contains spites featuring the Gargoyle's final design. The sprites appear to have been raw captures of the physical model that had yet receive some clean-up.
Some maps in the build still use the old design from the previous prototype.
|
Prototype |
Final |
|---|---|
|
|
Phantasm#
The Phantasm's tiles have been shuffled around but besides that is unchanged from the previous prototype.
The BLOOD.TXT file found in later prototypes notes that it was in need of "lots o' art".
Hell Hound#
right The Hell Hound is present in the game, but its sprites are radically different from the final, with them being larger, having a much harsher color and many of its sprites being at different angles.
The January 20th entry from the BLOOD.TXT file found in later prototypes notes that it "Needs major art touchup." Seeing the state of the sprites, this is presumably what this comment is referencing.
|
Prototype |
Final |
|---|---|
|
|
Bloated Butcher#
right The Bloated Butcher makes his first appearance and much like Gargoyle seems yet to have received a clean-up of his sprites. He has spites for rotations, walking, attack and dying.
|
Prototype |
Final |
|---|---|
|
|
Gill Beast#
While no graphics for the Gill Beast exist in the build, various behind-the-scenes photos (such as the one below) show that it did have its physical model done, and it is mentioned in the BLOOD.TXT file. It is likely the developers hadn't yet implemented it into the game at the time this build was complied.
Levels#
This prototype comes with several new maps, along with a few from the previous build.
Humorously, if the names of these maps are to be believed, all of the levels in this build were created by Richard Gray.
GMAQUILA#
GMAUDELA#
GMBORGO#
GMCARNG2#
GMCASTRA#
GMDACIA#
GMFERGUS#
GMKADATH#
Watch on YouTubeThis map returns from the previous prototype with some changes, such as with a new starting area.
A prerelease screenshot from the May/June 1995 issue of CD-ROM Multimedia Magazine for this version of the map exists.
GMKEDLES#
Watch on YouTubeThis map returns from the previous prototype largely unchanged.
GMLOOM#
Watch on YouTubeThis map returns from the previous prototype largely unchanged.
GMMYRA2#
Watch on YouTubeGMMYRA returns from the previous prototype with some changes, such as with a new starting area and more detail.
A prerelease screenshot from the May/June 1995 issue of CD-ROM Multimedia Magazine for this version of the map exists.
GMNARN2#
GMPARLOR#
GMPIAZZA#
Watch on YouTubeThis map returns from the previous prototype largely unchanged.
GMPNSCNT#
GMPNOTH#
GMQASTLE#
GMRIG2#
GMRURITA#
GMSARNAT#
Watch on YouTubeThis map returns from the previous prototype largely unchanged.