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Irony is the word of the Day |
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Posted by QuickFix - Oct. 30, 2003 2:30 PM GMT |
As you can tell if you’re a regular around these parts, web updates on our progress don’t come very often, so it saddens me today to bring news of our cancellation. Yes, you heard that right... due to factors that are out of our control, Lost Shadows is no more. While we tried to pull through and continue on, things just weren’t the same over this past summer as we lost more than a few team members to graduation and job hiring’s. We tried adding some new members to pick up the slack, which they did, but sadly the fire on our collective bellies was extinguished and we just couldn’t get things back on track to finish something worth releasing.
It’s too bad really, but sometimes it’s just best to cut your losses and move on. It wasn’t a total loss though, as we learned a great deal these past three semesters and I’m sure those lessons will help us tremendously in all our future endeavors. On a personal note, I’d just like to end all of this by sending out a huge thanks to all those involved in the project. It was a lot of fun working with you all.
Why is Irony the word of the day you ask? Well as I was contemplating how to deliver the bad news to all of you, I received some cool, but ironic news. It seams Play Magazine has run an article in its October issue (page 11) about Schools and Universities that offer game design programs and featured us in one of their pictures. How’s that for untimely news? We’re not mentioned in the article, but it’s still exciting to see something you’re involved in get published liked this. Oh well. If you like, you can see a larger version of the image below by clicking on it.
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Changes and Updates |
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Posted by QuickFix - Mar. 23, 2003 6:40 PM GMT |
As you can probably tell form the lack of updates, things have been extremely busy around here. So much time is being spent on the game it self, it leaves me little time for web updates. I could go into great detail of the past month’s events, but I’m in no mood for writing a big, thick novel. (or proof reading one for that matter) So to keeps things simple and easy for you to read, here’s a somewhat chronological list of what’s been going on:
- Jon leaves for Austin: Co-Lead Designer, Jon, gets a sweet internship with Edge of Reality in Austin, TX. While he’s still involved with the project, we all know he has more important things to do... like getting paid to make games. ;-) Good luck Jon.
- Team addition: We add 3D Artist Eric Oglesby to the team to help complete our ever growing static mesh list. Welcome to the team Eric... now get to work!
- Trip to GDC: Six of us attend the conference in San Jose. Fun was had by all and great deal of learning took place. We were privileged enough to meet people from Epic (woot! woot!), Blizzard, Vicarious Visions, Rockstar games... just to name a few.
- Engine Switching: Because of our meeting with Epic, we decide to switch over to UT2003 from Unreal 2. Our programmers throw stuff at us.
- Crunch time: We set a new milestone for April 9th. There’s a good chance we’ll be presenting at UAT’s tech forum along side industry big wigs from Lucas Arts and Rockstar, so we figure we better have something good to show.
So there you have it, five good reasons for not updating. Seriously, we’ve been working our asses off in order to meet our new deadline. By then we should have plenty of screen shots and other media to show off so sit tight. Until then, I’ve gone and uploaded some general storyline info and gameplay stuff for you to browse and read. You can find it all in the Game Section. OK, I’m out...
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