Fate of Atlantis 2

Started by Lt. Smash, Sat 28/04/2007 18:40:11

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Radiant

Quote from: m0ds on Wed 02/05/2007 17:29:02
No tension between the teams as far as I know, herby.

Ha HAAH! Sabers at dawn! May the best game win, and be sure to put the video on Youtube!

m0ds

FoY then obviously!

WOOPS TENSION

:P

Shane 'ProgZmax' Stevens

QuoteIn the past, I've offered to help with sfx & music to FoA2 many times.

You've offered to help EVERYONE with music on every game, m0ds.  You're like the John Williams of independent games.

blueskirt

#23
Tensions will never solve the greatest disaster that ever afflicted the Indy adventure games community thingy.

Now I say we all sit around a fire camp, join hands and hum Indy and Star Wars musics until the great spirit of Luc-As-Fan appears before us and does a comeback or tell us to "GO BACK TO BED YOU CRAZY WEIRDOS!"

Magic

Hello everyone. I'm the same 'Magic' that used to work on AFA. I'm surprised no one has linked (Unless I missed it) the actual FOA2 site: http://www.amberfisharts.com/

I'll try and summarise since I could go on for pages and pages. I mentioned that I used to work there since I officially left ... ooh, one year ago now I think. I originally joined up after seeing a thread on the classic Scumm Bar forum, way back around 1998 (Almost a decade :o), as a puzzle designer since that's the sort of thing I enjoy designing. I became a scenario designer and worked on a Spain scenario that was naturally part of the main plot (eventually:P), then I eventually took on the ambitious task of designing the whole game on my own (Albeit using material and basic ideas that the team had assembled) - the point of which was simply to detail and flesh out how FOA2 could be in its entirety. I didn't expect it to be perfect but I wanted to help generate ideas and it ended up at around 68 pages and 27,000 words. Since I didn't receive much feedback (Things were slow at the time, unfortunately) I wished everyone well and practically left. It wasn't just the lack of feedback especially but that the project was another part of my "internet-life" that required my attention and time so I felt it was the appropiate moment to depart.

That said, it was incredibly enormous fun over the years, especially to see the project grow and evolve, for everyone to throw in ideas, for the programmers, artists and storyline designers to develop their work and to be a part of that. I'm still on good terms with the guys and I'll happily re-join when there's enough progress that I'm required. However, it's undoubtedly had lots of setbacks, the sort  typical to any kind of fan-made effort: real life responsibilities and social ties, bouts of inactivity and restarts, to name but a few. A great deal of problems with the storyline were keeping things going by the Indy formula (See TLC and ROTLA), connecting to FOA enough (Which also restricted certain aspects) and putting in fresh and interesting ideas that we wanted. For the level of quality we all wanted, that was a big struggle, and don't forget that it took several seasoned designers and a full team of developers approximately two years to produce the original FOA!

Due to all of these problems, the team eventually decided to focus on working without major news posts and updates, so they're practically working behind closed doors and - to use the classic developers line - it'll be done when it's done. I certainly hope so, but I have no indication of when.
- Magic

Miez

Cool post, Magic. It's nice to get some insights into the FOA2 team workings. I (for one) are very much looking forward to the FOA2 game... :)

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