Howard Day
Random art guy.
So. It's been a really long time since we last had an update for you guys. There's some good news, some bad news, and some news.
Good News: Joel has decided to pick this project back up. Good news that - he's basically been stalled for over a year on other projects and life in general. The immediate plan is to create a bare-bones, highly tweakable game base from which we can perfect the actual game's combat, trading and overall feel. This is excellent, and something I'm really looking forwards to.
Bad news: Joel and I are smack dab in the middle of a pretty major crunch time at work. It's mandatory 11 hour days, including Saturdays...so the likelihood of the progress on the bare-bones game base being quick is pretty low. It sucks, but there's not much to be done at this point. The crunch ends about a month from now, so we'll hopefully have more news around that point.
Just News: I've recently been pondering taking this project in a different direction than that of a pure Privateer prequel...possibly towards something simpler, and more classically Wing Commander. Specifically, a multiplayer story-based space combat game. I was inspired by the multi-stage gametypes found in Team Fortress 2. I was pretty impressed at how well they worked, with each stage encapsulating a specific goal for each side, and the progression of the game dependent on the outcome of the previous round. That could really easily apply to a Wing Commander game - with each round being a specific mission.
I could go on in further detail about exactly how it'd translate, but I'd rather not waste more of your time.
My question to you, the reader, is this: would that be a good direction to go in? Is it something that would interest the community?
On another note, is there any artwork you guys would like to see in the mean time? I do have some free time, and i could definitely spend some of it on some more art.
Anyhow, thanks for reading.
Good News: Joel has decided to pick this project back up. Good news that - he's basically been stalled for over a year on other projects and life in general. The immediate plan is to create a bare-bones, highly tweakable game base from which we can perfect the actual game's combat, trading and overall feel. This is excellent, and something I'm really looking forwards to.
Bad news: Joel and I are smack dab in the middle of a pretty major crunch time at work. It's mandatory 11 hour days, including Saturdays...so the likelihood of the progress on the bare-bones game base being quick is pretty low. It sucks, but there's not much to be done at this point. The crunch ends about a month from now, so we'll hopefully have more news around that point.
Just News: I've recently been pondering taking this project in a different direction than that of a pure Privateer prequel...possibly towards something simpler, and more classically Wing Commander. Specifically, a multiplayer story-based space combat game. I was inspired by the multi-stage gametypes found in Team Fortress 2. I was pretty impressed at how well they worked, with each stage encapsulating a specific goal for each side, and the progression of the game dependent on the outcome of the previous round. That could really easily apply to a Wing Commander game - with each round being a specific mission.
I could go on in further detail about exactly how it'd translate, but I'd rather not waste more of your time.
My question to you, the reader, is this: would that be a good direction to go in? Is it something that would interest the community?
On another note, is there any artwork you guys would like to see in the mean time? I do have some free time, and i could definitely spend some of it on some more art.
Anyhow, thanks for reading.