7-18-09: Ashni's name changed to Adele 7-23-09: Changed Cassima's belt on her second outfit to a rope, changed costume slightly 8-4-09: Disregarded Edgar's cloak as an inventory item to get around interface problem - Edgar uses magic on himself to transform his cloak in Chapter 6 8-12-09: Cassima doesn't take her heart locket with her in the intro -- she leaves it behind on her bedside table. Having it not disappear along with her would be too confusing. 8-09: Changed Augustus from a weasel to a European polecat. 11-13: Cassima finds the trinket in or near a small cave to the RIGHT (not left) the large one on the plateau (not underwater), Edgar goes to the LEFT, where he finds the spring (and decorated basin?) Position of Winged Ones' garden moved -- it now takes up the right side of the city (the stream runs through it on the far right, in one hole in the city wall and out through another) 11-14: Physician will now reappear in Ch. 6. Cassima finds him outside the bar, quite obviously impoverished and down on his luck. He explains that his business failed when he appropriated the magic of another man, but found himself unable to use it as he was attempting to heal a patient, who exposed him as a fraud. Also strongly considering giving player option of "giving" the physician Edgar's "spark" in Ch. 4. (physician also gives Edgar 3 coppers, not 1) --If player does, the physician is much kinder to Cassima because of the kindness Edgar showed him and gives her a hint, saying that something has made the bar's patrons more talkative than usual, but that they're careful to hide their secrets from newcomers. --If player doesn't, as Edgar is walking towards the door, the physician asks Edgar how many coppers he gave him, saying that he wasn't sure if he counted them right. Edgar looks and sees that a fourth coin has appeared (by the physician's magic). The physician coldly says that he gave Edgar one coin for each "favor" he did for him. When Edgar asks why there are four, the physician says that he is going to take what he paid Edgar for and steals his magic. Edgar is very angry (more at the physician than himself), but leaves just the same, and when he looks at the coins in his inventory, there are three again, and Edgar realizes that the fourth one was temporarily added by the physician. When Cassima meets the physician, he is much more bitter and unhelpful as a consequence of Edgar's actions. 12-25: Cassima enters a cave full of crystals on her way to queen icebella's palace. She brushes snow off a boulder that looks deliberately piled on to reveal the crystal wolf statuette frozen in ice. There are shafts of sunlight being refracted by crystals near the cave's exit that create snowless patches on the floor, giving the player a clue as to how to get the statuette. She uses the mirror on the sunlight coming in through the exit and focuses it on a large crystal near the statuette. The crystal focuses the sunlight onto the ice, causing it to quickly melt, freeing the statuette. Cassima gives the statuette to the wolves rather than simple showing it to them (no need to give it to the wiseman later). 12-31: Shadrack shatters the armlet with a beam of magic as he changes Cassima back into a human (she picks up the pieces afterwards) 1-17: Cassima is told to hurry to the east of Kolyma by Neptune's channeler and told to be careful, she sees shadow of wyvern on her way to the cliffs. Edgar sees Shadrack on top of the cliff in Kolyma while Cassima is changing, which prompts them to hurry up the cliff even faster. Cassima breaks down the barrier in front of the cave to make sure he didn't barricade himself inside, then both of them decide to go looking for him elsewhere. Though both of them are devastated when they fail to find him, they are both still hopeful, but Cassima's injury as well as their general fatigue forces them to rest for the night. 7-21: Cassima has to get a key to the back door of the textile shop from the shopkeeper as a panther instead of uncovering and unlocking a trapdoor. 7-21: An eagle nesting near the Logic Cliffs bars Cassima's way up as a raven. She has to catch a fish to lure the eagle down in order to get past it. (Also: brief stop on one of the islands off the coast of Serenia?) 7-26-10 Notes: -Wax (a free video effects program) looks very promising. Could possibly use to create some special effects, like the sparkling fireworks and falling streamers in the outro. -Exporting GIF animations from Flash with the Smooth option UNCHECKED results in clean, pixelized lines -- just what couold be used for the game. It's easier to draw and edit lines in Flash, not to mention the tweening feature! -A lot of the magic effects can also be created in Flash with the use of blur filters. It may be a bit tedious to blur every single frame of an animation, though. 7-17-10: Try using a distorted recording of glass breaking as a "magic impact" sound effect. 8-21-10: Decided to change the boy ghost in Ch. 1 to a girl 9-10-10: Was having trouble working out how Cassima would be able to see in the dark cave on the Isle of the Sacred Mtn. as a lizard. I rationalized that since most lizards have good vision and can even see in ultraviolet, her night vision could be somewhat better than it is when she is a human. 9-15-10: Titania, Malicia, Mab, the Fates and Oberon have pointed ears, but the tops of Edgar's ears are never clearly visible -- maybe I could make HIS ears pointed?? (It wouldn't be obvious, since his hair almost always covers his ears) - Yes, I think I WILL do this. (Aubrey's ears will be normal, since he is only half fairy). 9-17-10: Add a line for Crispin explaining that time is not the steady, ever-flowing river as it might appear: it is constantly in flux, and objects, ideas, and even people may sometimes appear in a time long before or long after the time they were meant to appear (alluding to the various anachronisms in the past KQ games -- coffee and Shakespeare in KQ4, lava lamps, MSG and electricity in KQ7, the 19th-century phrase "hello" spoken by many characters). Also, have Neptune mention that the cave his channeler resides in is the one his followers (the ancients) once came when they wished to speak with him. He says it has been a long time since any have visited him, and he feels that Kolyma has become empty of people, yet he feels that one day, more will come to colonize it. Also: Considering changing Adele's name back to Ashni 9-18-10: Since Aubrey is Edgar's cousin, I had to give Oberon a brother to be Aubrey's father. I never gave this brother much of a backstory, and didn't even think of a name for him, and was starting to get a little hesitant about introducing that particular plot element. However, a random search on Oberon today turned up a surprising fact: Oberon originates from the character of Alberich, who is a sorcerer in the legendary history of the Merovingian dynasty -- and HE HAD A BROTHER! The brother's name is either Merovech, Merovee (French), or Merovius (Latin), and he is a semi-mythical figure based on the first king of the Merovingian dynasty (which lived at the same time as the Romans and were referred to as "long-haired kings" because of the way they wore their hair). (Interesting coincidence, Aubrey essentially has the same name as Oberon. I guess Mer named him after his brother.) 9-23-10: Add a table and some stools (made out of barrels?) to Eurus' den, as well as a keg on the bar 9-24-10: Lip sync for LucasArts-style speech (more or less the kind of speech I'm hoping for in this game) may soon be a reality -- there is some discussion about it on the forums. I thought using Pamela to create the lipsync files would be a major drawback since it's a bit clunky and awkward, but I found that I can get around this by exporting a synced file from the much easier to use Papagayo as a .dat file and importing the .dat file plus the sound file into Pamela and saving it as a .pam file. 9-25-10: GREAT idea from RFN112390: Have the intro begin with Alexander having a nightmare (starting out during the day in the Green Isles, with), then waking up and talking about it with Cassima. They say pretty much the same thing as in the original Green Isles intro and make Shadrack's threat to Alexander's well-being very clear. Also, add Graham and Valanice in the garden in Etheria during Titania and Edgar's conversation, but far away from Rosella (Titania gestures to them as she mentions talking to them about Rosella instead of Alexander). The four scenes also take place on the same night and the same day, (not two different days) -- Edgar leaves the same morning that Titania gives him the pendant, Cassima leaves Alexander the same night when he starts having another nightmare. The story will have to be altered in many places to reflect these changes (including cutting out the first scene in Etheria featuring just Edgar), but I'm sure that this change is for the better. 9-26-10: Rosella mentions that she didn't know the real reason why Edgar was leaving for the green isles -- she thought he just wanted to talk with alexander about being a prince and living up to his title. She didn't realize that he had left because he wanted to know how to prove himself worthy of her love. 9-27-10: Ashni mentions that her father knew of the mountain village, and gave her a name from the people's language, also decided to add a ruined temple in the Impossible Mountains where Edgar spends the night. I was planning on making it Tibetian in style, but based on RFN's suggestions, decided to make it Egyptian to match the crypt in Tamir 10-4-10: Edgar mentions that he has never met Alexander before in the intro. Also, Cassima calls herself "Leila" when she and Edgar first meet, not trusting him enough to give him her real name. She reveals he real name when they meet in Tamir 10-9-10: Edgar finds a trinket in the temple in the mountains in the Impossible Mountains, not in a tree (which will now be part of a simple cutscene, where nothing can be interacted with). Picking it up triggers Edgar's decision to sleep in the temple about Edgar: "Despite his many doubts about that he and others may have about him, he knows in his heart what is right and what is not. And if luck is on his side, when his time to act comes, he will do the right thing." 10-21-10: Edgar doesn't get the trinket-receipt from merchant who sells scrimshaw to him. Instead, the trinket formerlyused as the receipt is lodged in the roots of a tree sticking out of the bottom of an island, probably the central island of Quisquilious). Edgar can't proceed down path because he sees the same mysterious man Cassima saw if he tries going that way. His magic isn't strong enough to dislodge the trinket and he doesn't think using both hands to pull it out while on his skyship will be a good idea, so Edgar has to use scrimshaw, who flies down to the roots and pulls it free (in a way, this is a homage to the original location of the trinket he finds in the Impossible Mountains). The stranger will be gone after Edgar does this (if he doesn't try walking down the path, the stranger never makes an appearance). 11-8-10: the library Alexander is searching during a pre-chapter cutscene is in Beast's castle -- add a brief scene of the beast prince showing him inside, explaining that he has collected many books during his travels, many of them centuries old 11-27-10: Changing the idea of Suhad being Saladin's sister due to a line in the Guidebook to the Land of the Green Isles stating that the Guard Dogs have served the royal family for centuries. Instead, Suhad and the Scottie are the descendents of the dogs that refused to leave the Isle of Wisdom centuries before, unwilling to socialize with humans ever again. News from birds coming from that island about how the dogs had become servants of the humans made the dog half-breeds of the Isle of Wisdom even more repulsed by the idea of ever leaving. However, Suhad and the Scottie are among the last descendants of the ones that chose to stay, prefering an end of their race than socializing with the "traitorous" ones who became Guard Dogs. Edgar makes Suhad change her mind, agreeing to open her island up to the rest of the kingdom. (suhad's breed should be changed to something noble, but not collie-like -- preferably NOT a purebred dog) 1-9-11: Neptune on civilizations: the people who once lived here have vanished, but just as the tides ebb and flow, another race will one day return 2-26-11: Reorganize the islands around Acilino's island at Edgar's half of Ch. 4 so that player isn't forced to use them as stepping stones to Acilino's island. They should be close together enough for Edgar to jump from one to the other with his pendant -- he can't use his ship because it is still "recharging". However, one island has a high cliff that Edgar can't reach with his pendant since the he can't see the top of the cliff from where he is and over short distances, the pendant won't work unless he can clearly see his destination. He has use his magic on a feeble, shrivelled-up vine growing up the side of the cliff. This will rejuvinate the vine, strengthening it enough for Edgar to climb it up to the cliff. There is a tree with huge red leaves growing up here. Edgar needs one of these leaves to signal for help by sticking it on the flagpole at Acilino's island, creating a makeshift flag. -Also, Edgar arrives at Acilino's island using his pendant as well. When Acilino threatens him, Edgar tries to escape using the pendant, but when Acilino sees it, he demands that Edgar give it to him. When Edgar refuses, Acilino demands that they fight. 3-2-11: Gabbro's knife is now in Leticia's shop. Edgar can pick it up and hold it for a few seconds ("seeing how it feels in my hand", he explains to leticia) before putting it back. He has to use it on himself to cut off a bit of his hair before putting it back. 3-3-11: Edgar has to buy scrimshaw to help guide him through the maze -- otherwise he can't get through it because of the magical nature of the maze, always ending up back at the entrance. Whenever Edgar uses Scrimshaw in a room of the maze, Scrimshaw shows edgar which way to go. 3-8-11: Decided to recycle the "inverted colors" puzzle box by having Derek own it and ask Edgar for his help in opening it (there's a magical seal on it which only one born with magical abilities can break). There is initially a wooden circle set into the lid divided into two halves, one black, one while. When Edgar touches the seal, several grooves appear in the circle, dividing it into eight pie-shaped sections. The sections of the white half pops out of the box's lid while the black one remains, and the pieces all turn different colors. Edgar has to place the loose pieces back in the box so that each color is opposite its opposite. This unlocks the box, revealing the trinket (which Derek lets Edgar have). Edgar getting the trinket triggers the bandits that ambush him at the base of the cliff. 3-17-11: Seriously considering removing the dog from Chapter 3. This would just mean the elimination of one possible death (getting killed by the dog if Cassima doesn't get out of its way in time) and removing the "Cassima pulls off her own tail and uses it to distract the dog" puzzle (which now seems like a bit too much of a stretch -- plus it is a bit icky). Cassima still has to distract the two men to get the piece of paper from them (does the paper even need to fall off the table onto the floor? maybe she can just grab it off the mens' table). 3-24-11: Put some kind of round stone in the bow of Edgar's ship that glows when the ship has enough magic to be sailed safely (several different stages of brightness as it powers up and loses power) 3-25-11: After flying up the logic cliffs, Cassima tries to fly over the wall of rocks blocking off the Winged Ones' city, but is almost attacked by the resident hawks and is forced to retreat and change back to evade them 3-27-11: save/load windows should be seperate, not together (as in ATIJ and AAITG) 3-28-11: neptune (not the unicorn) tells cassima about the BCS, telling them that she need not concern herself with them, as they are just one but many societies whose members aspire to gain power through any means necessary. The thing she SHOULD be concerned about is Shadrack himself. -also, in the Ch. 9 outro, Graham mentions how he once tried to pass on his hat, and how foolish it was of him to do so, since the hat has become part of him. -the little dragon's house is now made of stones -- banging on it with the hammer makes him fly out and yell at Edgar to stop making noise. 5-29-11: Strongly considering scrapping the scene where Edgar searches the plateau in Ch. 7. The fountain with the panther seems superfluous, and he could easily be made aware of the panther from his experience where he connects with Cassima's mind. Also, instead of Cassima being bitten by a venomous reptile inside a nearby cave on the plateau, she might instead be bitten by a large black spider inside the hole in the rock on the right (not left) side of the plateau (the same one in KQ2) -- she needs to cut away a bush in front of the hole with her dagger. This way, less material (contradictory to KQ2 and otherwise) needs to be added to the plateau, and Edgar and Cassima have roughly equal parts to play in this part of the chapter. 7-15-11: add additional screen in serenia for path between crispin's house and village 2-21-12: decided to leave caliphim and allaria out of the game -- they may just be mentioned by alexander 2-25-12: Got the LSL7/TP style black box with text at the bottom of the screen to appear - WITH LUCASARTS STYLE LIP-SYNC!!!! Truly a landmark day. 3-2-12: Labrusca ISN'T working in the garden (that wouldn't really make sense) -- he's just sitting there, resting. Cassima has to get a special root for him, one which looks very similar to some foul-tasting roots that have started to dominate the garden. Labrusca tells her that the only thing he knows about the root's appearance (from what those with working eyes have told him) is that the leaves are a certain color and have a certain pattern on them (top-down view, Cassima needs to find the correct root, then call Labrusca over to her) 12-11-14: c+e DON'T meet on the edge of the world (it results in too much time spent figuring out their location, and cassima going to the realm of the dead based on edgar's mention of their location being a place like Death would reside in seems like a weak excuse to move the story along). instead, they both arrive in the realm of the dead (since both of them were thinking of things connected to shadrack, a creature of darkness who has murder on its mind) -aubrey and ashni DON'T arrive in Daventry -- aubrey just opens a "window" similar to the ones between c+e's pendants and speaks to edgar through it, oberon realizes aubrey is his nephew when he recognizes the ring on aubrey's hand (given to him by his father) -in aeolus, aubrey tells edgar how he has seen ashni several times (having first met her on one of his journeys to the realm adjacent to etheria). he loves her, but is afraid that she may reject him if he tells her that he isn't completely human. edgar urges him to be honest with her. Later (at the fortress in the woods, where ashni is sleeping), aubrey explains how ashni was gone when he went to visit her -- he was afraid that she had abandoned him, but he eventually found out that she had been kidnapped and imprisoned in an abandoned castle by a wicked sorcerer 12-13-14: replace deer fur in bountiful woods with feather from jay (used to create animal for gabbro)? -trying to remember new puzzle for oasis involving removing the textile shop and replacing it with a cave set in a high rock face that cassima tries to reach with a makeshift grappling hook (since edgar sensed shadrack in it?) 3-4-18: have c's armlet automatically choose appropriate animal to change into - activted by speaking the word "therios" 7/23/20: have bluebeard's wives be alive, but injured and chained up - echoes of their cries for help are initially heard 3/22: decided to make the hook cassima gets be a branch from the tree originally growing above the sage's cave - she buys an axe to detatch the "hook" from the tree, but the axe's head flies off when she is almost done, rendering it useless