![]() ![]() The game was playtested substantially, which Jones felt resulted in the engine being remarkably stable. Vulcan would go on to form the basis of Forge, a publicly-released map editor for Marathon, with bugs from Vulcan persisting into Forge. In addition, Martell began work on a map editor called Vulcan, presumably to succeed the older Pathways editor produced by Jones. Over the course of roughly a week, Jason Jones and Ryan Martell, another Bungie programmer, rewrote Marathon's rendering engine from the ground up, completely stripping out and replacing what remained of the frontend portion of Pathway's renderer. Upon returning from Macworld, the team "barricaded themselves in their Pilsen office" and set to work on the game. This reaction spurred Bungie to abandon the Mosaic project and focus all their resources on Marathon, determined to salvage the project. Įarly gameplay footage of the newly-revamped Marathon. Another goal of the game was to produce more intelligent enemy artificial intelligence, capable of reacting to the player in more unique and interesting ways, such as searching for backup when outnumbered. Mosaic was to feature significantly improved graphics than Pathways, including texture mapping for the floors and ceilings, as well as optimizations aimed to make it possible for slower computers to reach acceptable framerates without switching to a lower- resolution mode. Further development: Mosaic, Marathon and Myth įollowing the release of Pathways into Darkness, Bungie began work on two future projects, Mosaic and Marathon. Pathways into Darkness was eventually released in August 1993. This editor dramatically sped up development of the game. During this time, Jones continued to improve upon the graphics engine and the game's interface, but also produced a level editor to allow the placement of walls, doors, guns, monsters and other miscellaneous objects into levels. By the end of January 1993, the story for this new IP had been written, and work began in earnest on the game. It was quickly decided that Minotaur was not well suited to a 3D perspective, as the original game's design heavily relied upon its top-down perspective, and so Bungie chose to pivot towards an entirely original game adventure game, instead of a remake or successor to Minotaur. An image of the level editor created for Pathways. ![]()
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