DEVELOPMENT HISTORY

Chapter 3: Project Alpha

November 2000 - March 2001

by RambOrc
Korax

Sometime Fall 2000, a change was made in the project roadmap. While the original roadmap called for a public beta in Q3 2000 and for the final game in early 2001, in October 2000 it was obvious that such a roadmap is nothing more than a utopy.

Thus, a new roadmap has been laid out. It called for an internal Alpha demo as soon as possible (a month or 2 at most), a beta in early 2001 (February or so) and the final game in Summer/Autumn 2001.

The internal Alpha would've featured a "town" of 4 buildings and 3-4 dungeon maps, all without any special texturing, for internal testing of the game principles only. The public beta would've featured 2-3 maps, some or all of them original Hexen locations remade with the new engine features. Indeed, the main point of the beta was to show off the new 3D engine and RPG features.

With the new roadmap in the pocket, development started on new tracks. The first change came within days, as I started creating a small town in as short a time as possible --- but lost myself in the details. The town rapidly evolved into something much more complicated and too cool for just using it for internal testing and a couple of screenshots. Thus the decision was made to release the Alpha demo to the public.

On the 3D engine side, we started experimenting with thatched roofs and found an acceptable-looking solution, though it was far from satisfying.

On the RPG front, the shopping system was partially programmed. You could buy artifacts by going to the shop table and pushing the "use" key. And a basic feature found in most role playing games, the Journal, had been implemented as well.

In February 2001, our team got a much-needed member boost in the person of Kendrome. Sadly, his debut work, the Serpent Staff, was also his only work. While he started work on new, more advanced roof models for the town, nothing ever came out of it. On the other hand he was always full of suggestions and contributed a lot to the gameplay concept, especially for Korax Mod version 2.0.

Around February, I started work with a new area, the Mines. According to the roadmap at that time, it'd have been about half of all the dungeon areas so it was important that you can get a good fight in there. Those tunnels might look small for monsters, but even Chaos Serpents had no trouble finding and nailing me in the test runs. :)

In March 2001, another team member joined our ranks, The Cush. He delivered a couple of story sketches and ideas for the main plot, then disappeared. He was the first to do this, but unfortunately not the last.

As we had no 2D artist in the team, I had to take this job and created some new textures for the town. A lot of new town buildings have been created as well. Since the places of all important buildings have been already confirmed, I published a city map to give people a better idea.

  1. Northern Gate (currently to the swamps)
  2. Western Gate (to the Wastelands)
  3. Southern Gate (to the Mines)
  4. Clock Tower
  5. Town Hall
  6. Tower of the Magi (you can enter only when playing as a mage)
  7. Keep (you can enter only when playing as a fighter)
  8. Temple (you can enter only when playing as a cleric)
  9. Mage's Shop
  10. Library
  11. Inn (no name yet)
  12. Castle of Spices (a restaurant if you didn't get it)
  13. Tavern (no name yet)
  14. Bank
  15. Armory
  16. Adventurers' Shop (not yet a final name)

 

 
History Overview
Prehistory
1996 - 1999
The Early Days
9/1999 - 10/2000
Project Alpha
11/2000 - 3/2001
Going Public
4/2001 - 1/2002
The Lagging Year
2/2002 - 5/2003
KMOD Forever
6/2003 -

 

 

 

 

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