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This fan game project was supposed to
be fun but turned out to be much more tedious than
expected. |
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I thought it would be a quick and easy way to develop my flash
art skills. Fun quickly gave way to frustration however as I
fruitlessly attempted to convert the 256 color classic Space Quest
screens to my new flash artwork style. One of the more painful
attempts that I remember was the outside view of the Goliath. This
ship had a different dimension in every single screenshot that I took! |
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Then came the next phase where I attempted to create the game in
a more classic space quest 6 style. This just didn't work at all.
Hand pixeling a 640x480 screen is pure madness! Then I
decided to just make the game in the standard 320x200 mode of
space quest 5. That's when the production ground to a halt.

It wasn't all painful though.
I really enjoyed working on it and Pstonie had a solid plot going. The
plot was so good in fact that I held onto making
this game long after it should have been put to rest. I've recently turned over
the game to him and his comrades, so wish them luck, perhaps they'll
finish it yet.
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* Michael Doak, lead artist. |
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* Pstonie, lead writer. |
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* Justas, assistant writer. |
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* Millsjross, assistant
writer. |
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* Rodekill, creative
consultant. |
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* Mark (m0ds) Lovegrove,
music. |
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* PCJ, Webmaster, forum
moderator. |
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Click the
image above to download the Space Quest Future's Past tech demo.
This
short little demo showcases a trial background with Shawn Guzzo's Rodekill character as
the place holder graphics.
Testing a verb coin GUI, the 32 bit color mode and alpha channel
in AGS were the main reasons for the demo. |
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*
Want to check out the story board? Click
here. |
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