CP
Liturgist
- Joined
- Nov 20, 2002
- Messages
- 110
Hey all. I wanted to officially confirm that we are re-releasing <a target="_blank" href="http://www.zero-sum.com">Prelude to Darkness</A> as freeware this December. Since we released the first version of Prelude in 2002, RPGCodex has been a true ally, helping us to get the game more exposure than we could have imagined. Our decision to re-release was due in large part to the overwhelming support we recieved through Codex postings and emails. So, before I do anything, I want to thank The Codex and it's posters for all of your support!
With the re-release of Prelude, we want to 1) get the game into lots of new hands and 2) make sure that those who have already played the game will have plenty of reason to re-visit it. Once we decided to re-release, the first thing I did was to go back and read through all of the the postings/emails we recieved. It was pretty clear where people felt Prelude's strengths lay, and where it could use improvement.
The biggest gripes that people had about Prelude were its stability, graphic interface, and music. Here is what we are doing to reconcile these issues:
1) Stability.
- Right now there are a lot of buggy old versions running around. When the time comes, we will make sure that there is only one version of the game
- All script (people, events, etc.) have been thoroughly parsed, ref checked, and tested. (No easy task with 90,000+ lines of dialogue and event script hehe)
- Improved error handling (e.g. less crashes)
2) Graphic Interface. All new user interface. More intuitive and looks much, MUCH better. (The current graphics are NOT up on our site yet).
3) Music. All new ambient music tracks are less intrusive. I have a sentimental attachment to the old music, but I think this is much more appropriate, and absorbing.
People's favorite things about Prelude were its dark setting, combat, quests. We are also took measures to enhance these features.
1) Dark setting.
- Interactive new intro and mid-game segment. Hmmm... I'd rather let you see this for yourselves
- More opportunities to be evil. Given the nature of the main quest, it doesn't really make sense that the party would be 'evil.' That said, there is certainly no reason why the party wouldn't be mercenaries or thieves, doing 'whatever is necessary' to win (or simply for the almighty drach). The game is now balanced more so that the party can do things through intimidation, extortion, theft, bribery, etc. In fact, one of my favorite times playing the game recently was as a lowlife Barrier thief, dumb brute bodygaurd and charred acolyte. Not a lick of charisma or speech between the three of them.
- Music. The new ambient soundtracks help provide a dark, eerie feeling
2) Combat
- Previously unavailable items are available
- Many more combat/spell sound effects
- Improved spell graphics
3) Quests.
- The journal is cleaned up and organized by quest
- Additional quest(s)
Other things that we've added include:
- Graphics upgrade. The game can be ran in 1280 by 1024, which looks A LOT better. Re-texturing has also signigicantly improved the graphics. (Again, the current graphics are NOT up on our site yet).
- New NPC portraits
- Playbalancing. Lots of small things (ex: having a musician is more valuable, as the amount of drachs you get for playing at inns has been upped).
- I made a through and complete <a target="blank" href="http://www.zero-sum.com/walkthrough/walkthroughStart.html">walkthrough</A> of the games current quests available. It also gives an index of all joinable npcs, items (unique and non), creatures, etc.
So, that's the latest. The re-release is scheduled for mid-december, but could take a bit longer. Once again, thank you for your continued support. We're all very excited, as we think the game has been improved quite substantially. If you have any comments/questions/suggestions, please feel free to post. As the people around here know, we're very responsive to any kind of feedback. Thanks.
CP
President, Co-Founder, Area Designer (Jerrock, The Barrier Fortress)
Zero Sum Software
With the re-release of Prelude, we want to 1) get the game into lots of new hands and 2) make sure that those who have already played the game will have plenty of reason to re-visit it. Once we decided to re-release, the first thing I did was to go back and read through all of the the postings/emails we recieved. It was pretty clear where people felt Prelude's strengths lay, and where it could use improvement.
The biggest gripes that people had about Prelude were its stability, graphic interface, and music. Here is what we are doing to reconcile these issues:
1) Stability.
- Right now there are a lot of buggy old versions running around. When the time comes, we will make sure that there is only one version of the game
- All script (people, events, etc.) have been thoroughly parsed, ref checked, and tested. (No easy task with 90,000+ lines of dialogue and event script hehe)
- Improved error handling (e.g. less crashes)
2) Graphic Interface. All new user interface. More intuitive and looks much, MUCH better. (The current graphics are NOT up on our site yet).
3) Music. All new ambient music tracks are less intrusive. I have a sentimental attachment to the old music, but I think this is much more appropriate, and absorbing.
People's favorite things about Prelude were its dark setting, combat, quests. We are also took measures to enhance these features.
1) Dark setting.
- Interactive new intro and mid-game segment. Hmmm... I'd rather let you see this for yourselves
- More opportunities to be evil. Given the nature of the main quest, it doesn't really make sense that the party would be 'evil.' That said, there is certainly no reason why the party wouldn't be mercenaries or thieves, doing 'whatever is necessary' to win (or simply for the almighty drach). The game is now balanced more so that the party can do things through intimidation, extortion, theft, bribery, etc. In fact, one of my favorite times playing the game recently was as a lowlife Barrier thief, dumb brute bodygaurd and charred acolyte. Not a lick of charisma or speech between the three of them.
- Music. The new ambient soundtracks help provide a dark, eerie feeling
2) Combat
- Previously unavailable items are available
- Many more combat/spell sound effects
- Improved spell graphics
3) Quests.
- The journal is cleaned up and organized by quest
- Additional quest(s)
Other things that we've added include:
- Graphics upgrade. The game can be ran in 1280 by 1024, which looks A LOT better. Re-texturing has also signigicantly improved the graphics. (Again, the current graphics are NOT up on our site yet).
- New NPC portraits
- Playbalancing. Lots of small things (ex: having a musician is more valuable, as the amount of drachs you get for playing at inns has been upped).
- I made a through and complete <a target="blank" href="http://www.zero-sum.com/walkthrough/walkthroughStart.html">walkthrough</A> of the games current quests available. It also gives an index of all joinable npcs, items (unique and non), creatures, etc.
So, that's the latest. The re-release is scheduled for mid-december, but could take a bit longer. Once again, thank you for your continued support. We're all very excited, as we think the game has been improved quite substantially. If you have any comments/questions/suggestions, please feel free to post. As the people around here know, we're very responsive to any kind of feedback. Thanks.
CP
President, Co-Founder, Area Designer (Jerrock, The Barrier Fortress)
Zero Sum Software