DEVELOPMENT HISTORY
Chapter 4: Going Public
April 2001 - January 2002
by RambOrc
Around April 2001, another roadmap change was decided upon.
It was to release a gameplay mod first, called Korax
Mod. This decision turned out to be the salvation of the
whole project, as it made us widely known and gave us a lot
of new helpers. Would we have proceeded with the original plan
of making Korax Alpha the first public release, it might have
never seen the light of day. Korax Mod proved highly popular,
with thousands of downloads in the year after the release of
the first version.
By May 2001, a large amount of RPG features, like the ability
to manually adjust skills when reaching a new level, was implemented
(previously, this was done automatically by the program after
a predefined table). We also created an all-new spell system
for the cleric and the mage. In the first released version of
Korax Mod, the cleric had 3 spells and the mage 5.
Thanks to our increasing popularity, we got a lot more mails
from people to help us out with the project. While most of them
disappeared within a short time again, some of them at least
left us something to use (like some story sketches by Voices
of Xenon or the Heretic maps by Levelkiller we only needed to
convert to Hexen to be able to use for Scattered Evil).
Luckily, there were also some who remained for somewhat longer
with us. The best catch we made was Tzar Sectus, who found tons
of bugs in Korax Mod 1.x and gave us suggestions how to correct
them, and also delivered a whole bunch of new ideas for future
versions of the mod - then after a couple of weeks he started
programming these new features. It's thanks to him that Korax
Mod development didn't stop after 1.1 as first intended, but
went on to 2.0 with many exciting new features like new weapons,
spells and a shopping system, just to mention a few.
I could also persuade a capable 2D artist to work for a short
time for us, and in this time he created dozens of all-new textures
and an innkeeper, our very first NPC.
Upon requests from several people, I created an overview
map of the part of the continent where Korax' Heritage will
take place.
Based upon Sylon's textures, some Heretic artwork, a couple
of Heretic II windows and some original Hexen graphics, through
Summer 2001 I created a lot of new textures, especially for
the town, so that it started to look like a place inhabited
by people instead of a collection of featureless cubes. Too
bad that by this time Sylon left our team, leaving us without
a 2D artist once again.
On December 12, 2001, Korax Mod 2.0 was released for the public.
It was even featured at the RavenGames
Xmas 2001 event.
In January 2002, Foyleman from GDC conducted an interview
with the Korax team.
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