![]() ![]() I plan to have some more details about this project available in the next newsletter.You can check out more by reading the newsletter. As a result, I've started to work on a sequel and hope to include as many of the features you've requested as I reasonably can. changes that would require an entirely new version of the game. I've managed to implement a lot of the requests/suggestions I've received, but it became apparent that in order to add some of the requested features, substantial changes to the game's design would need to be made. It was obvious that the concept and gameplay of Evochron was (and still is) very popular and requests for new features began to fill the forum and my in-box. ![]() Here's the skinny: Since Evochron's release earlier this year, I have received a lot of feedback about the game. In the latest edition of the StarWraith 3D Games Official Newsletter, Shawn alleges that he's begun working on a new version of Evochron. Gotta love "faded Technicolor EGA memories". And with each branch of the main tree comes an even more jarringly verbose crowd of developers all with unique memories of large blocky pixels and the coldest sea full of pirates, bounty hunters and one lucky Privateer. In stark contrast, the other fork, Privateer Remake gold edition scooped while still in beta by the german news website returns to the placid meadows of the past, dissociating itself from both the sweeping changes of Wing Commander Universe and the even more nuanced changes of the Privateer Remake itself. This future body, named Wing Commander Universe, a fork of the remake, offers a dissonance of starships from the early wing commander series and access to a mind boggling array of star systems and maps to explore, or rather tumble through, in the hopes that some distant memory may be sparked by the familiar stars packed into a swath of outlandish systems. ![]() The remake remained chipped but in tact, delivering the first stable update, version 1.2 with physics more similar to the original but retaining the subtle improvements of 1.0, but two entirely new land masses were chiseled from the uniform whole, traveling askew, opposite on a spectrum ranging from the pure past to the tumultuous future. But in the titanic crashing of the mountains of developers through the ethereal seas of cyberspace, three continents formed. It was as much a coming together of the community as would be an earth shattering, cataclysmic clashing of tectonic plates. Users and developers began pounding out their own vision of how the game was-and how it should be, each with a vision both as opaque as frothing bubbling water and as clear as the sound of a graphite on a slate block. Some of the disputants translated their elaborate expositions into C++ or python and others went straight into to. Unlike many Internet phenomenon, and perhaps similar to the epic Phantom Edit from 1999, the complaints about Privateer Remake did not remain in written English. ![]() Naturally some want more, some want less, but everyone wants change. It was like Lucas bringing the star wars legacy into the 21st century, stirring up previously calm, collected, knowing fans from decades past into a veritable whirlwind. When faded Technicolor EGA memories from 1993 are shattered by the harsh reality of cold, hard 3d accelerated pixels, the calm ripples of the past congeal and explode into a torrent of desire, anguish and pain. The vaunted release of the open source, cross platform Privateer Remake 1.0 has brought with it political upheaval in the world of game development. Wing Commander Privateer, the Han-Solo style space combat and piracy game has lingered in many gamers' hearts since its epic 1993 debut. With no further ado, here's Silver Stiletto's heads up regarding Wing Commander Universe, which is currently in Pre-alpha status as an add-on (see release notes) to the Privateer Remake: Sometimes the emails I receive are so interestingly-worded in a blindingly original style that I feel compelled to share the entire thing. ![]()
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