Almost everything in this game is hardcoded. They don't even bother to change functions to be more flexible, so in most of them are fixed sizes of data, you can change them obviously, but still it's very frustrating and annoying. Scenarios are the hardest ones. Whole mission logic is written in exe. The problem is, I can't concentrate on every aspect of the game, because I need to make a tool what allows it. Having such a cloud of ideas could help me a lot in projecting new haunters, location from scratch.
Well since the art of the ghosts has been posted here. I might as well post Moribund so we can have art of all the ghosts here.
So here he is Moribund
Okay so seriously guys what do you think he is supposed to be? We REALLY need to figure that out before we can do anything with him. Does anyone perhaps know what stage was he supposed to be on? That could be a good start.
The Museum (as Boy Wisp, The Director & Ghost with no Name were planned to be here): I've never seen any pictures from this.
Oh? Boy Wisp was also on the Museum stage? I never knew that. But you know that actually gave me a good idea about him. One thing is obviously a must for him to have is Hypnotic Image. According to the official guide Hypnotic Image is every wisp's specialty, so it is essentially their unique ability. I think there should be no debate over that. So the specialty of wisps is attracting mortals and they are quite amazing at it, but that is kinda also the only thing they can efficiently do with so few powers. So how could we make Boy Wisp different and more importantly also useful? We need to have a good reason why we want to use Blair Wisp and sometimes Boy Wisp. That might sound like a very difficult task but I think I have an idea. So Boy Wisp was in a large museum. Well we can just do the old Clatterclaws & Scarecrow shtick. Blair Wisp can be a wisp for Outside and Boy Wisp can a wisp for Inside. I think that could solve the problem quite wonderfully.
Btw I believe the knight armor was confirmed to be just an object that was meant to be in the mansion. There most likely was a power at some point planned that could make objects come to life. I am sure the tree is the same thing as well, they probably planned a power that could make trees come to life.
I think Moribund is a scoutmaster, because there are still in the game models of childrends with scout badges.
She maybe is too associated with this mission.
Speaking about ghosts from museum, for Hunchcork I have idea for the puzzle, lure a mortal to watch his movie or something like that. Ghost with no name? I had idea that someone from security wearing his outfit, and he is mad about it, so we have to somehow scary him. I have no idea what we should do with Boy Wisp. Making him inside don't make for me a lot of sense with four possible apparitions.
There was even more levels, but they never got far in development. I've got them from the very old logs, but unfortunatelly, there is nothing more than names, and notes. All of these ghosts was planned to be in Ghost Master, there was also one more ghost what I forgot to write, but I don't really want to bring him back into the game. He was an Egiptian god of war. The only mission what I want to implement with the ghosts is the summer camp where I can add Moribund and two others ghosts from this mission.
About Julie Wu, and Romero, They both have exactly the same symbol on the belt and badge, so they was associated with a gang missions. Nothing is known about them. I don't very want to try implement these misions, because they as ghosts are not so well designed and not very fit with the final version of the game.