There is an option to toggle 3D sound hardware. Just like the video options, the sound options open in another window. There are also options to run the game in windowed mode and a toggle for 3D hardware acceleration graphic cards. The video options open in another window in the prototype. There's also an arrow (<) on the back button. In the prototype, the save file icons were supposed to be dynamically taken at a save book. There are also no sounds at all when a button is clicked. The differences are subtle, but in the prototype, the logo is off-center, the background is slightly different and the instructions at the bottom are in a white box. The artwork resembles more of the previous game's style. The default button for drinking a potion is also set to Q instead of SpaceBar. Moving while casting was also a selectable option, but there is no input option for the map, skipping cutscenes and the Quidditch action button. In the prototype build, there is a difficulty selection and the default is set on easy (normal in the final game but can't be changed unless debug mode is active). The final game also completely hides the paused gameplay with a static background. The second owl at the bottom left is for the credits, available as well in the final game when debug mode is activated. The menu functions exactly the same in the prototype. The most notable difference is that the HUD was completely remade between this build and the final game. 5.3 00020FlyingFordEnd & 00030WhompCrashÄialog voice clips cut from the final game.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |