This fan game project was supposed to be fun but turned out to be much more tedious than expected.

 

     
 

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!

 

 
     

 
     
 
 
 
 
         
     
 

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.

 

 

 
 
 
     
 
 
     
     
       
 
 
 
     
   
     
   
     
 

  * Michael Doak, lead artist.  
  * Pstonie, lead writer.
  * Justas, assistant writer.
  * Millsjross, assistant writer.
  * Rodekill, creative consultant.
  * Mark (m0ds) Lovegrove, music.
  * PCJ, Webmaster, forum moderator.
     
   
     
 
   
 
   
   
     
 
 

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.

 
 
   
   
   
   
     
 
 
 
 
     
   
     
 
 
 
 
       

  * Want to check out the story board? Click here.

 
           
       
 

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