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Project Status

People on FB and in forums keep asking about the state of the project. Updates mainly go to those who actively support the project, whether through beta testing or financially, but I think it's fair to give everyone else some news too.

OK, that was the marketing bit – really I just want to show off. After a long time, I've finally brought the game logic to its final state: missions, characters, dialogues, story missions, etc.
I've reworked the hyperjump, and it's now way sexier ;-).

Linux and Windows have received a GL version for testing. It's the opening act for the GL version for the Amiga (my Vampire 4 will probably come last, because it's simply easier to adapt the code so it's the same across all versions than to adapt it for just one).

On the last weekend of November, I'll be showing version 0.5.0 at a big Amiga event in Benešov nad Ploučnicí (Czech Republic). Right now I'm on version 0.4.9; the main difference is that I'm still testing and fixing bugs in the GL versions for Linux and Windows. I'm also working on texturing and similar things, but for that I urgently need a graphic artist.

The same goes for sound design… I came up with a lovely idea: each ship manufacturer will have its own sound design. It makes sense, and surprisingly it's a hugely fun thing (at least in my head).
But it's the same problem – money and a sound designer.

The game's story is set in a cold conflict between the Imperial and Federal governments. Caught in between are entrepreneurs from the Free Worlds and our hero, whose late father left him a bit of money and a ship.

Yeah, the beginning isn't all that exciting… Or is it? After all, even the letter that came with it is a bit strange – and why did the federal authorities censor the names of the star systems?

Excited yet?