DEVELOPMENT HISTORY
Chapter 5: The Lagging Year
February 2002 - May 2003
by RambOrc
The beginning of 2002 saw the release of Korax Mod 2.1 (with
support for the Hexen mission pack, Deathkings) and the arrival
of 2 new team members, Mago and Janis. While we have been in
contact with Janis for months before, as we intended to use
his Vavoom engine for projects after Scattered Evil anyway,
it was an important step when he finally decided to join the
Korax team itself, taking the position of Lead Programmer from
Camper and doing a great job with programming new features and
fixing bugs in the code. Thanks to his higher knowledge of how
wadfiles work, he also reorganized the project files, making
for a less chaotic distribution pacakage.
Mago, a complete newcomer, stumbled upon our project somewhen
in January, and got so excited he started creating new 2D graphics
at once, which in turn made me excited once I saw them. He created
several new NPCs and hundreds of special frames for the monsters
and started work on new in-screen weapon and spell animations
as well.
On the first birthday of KMOD (June 14), the version 2.2 with
a bunch of bugfixes and smaller enhancements (like an all-lnew
shop map) was released. This was intended as last release of
KMOD ever, since it looked llike Scattered Evil would be out
before the end of the year.
At around this time, the concept of damage skins was introduced
and work on them started. Work went on swiftly throughout the
Spring of 2002.
Starting Summer 2002, work suddenly started to lag, as all
three then-active team members had an increased workload outside
the project. As a result of this, progress slowed down to a
crawl and the release date of Scattered Evil was postponed again
and again.
This situation changed somewhat when a couple of new people
joined the team, among them 2D artist Firebrand and programmer
Moose. While work on Scattered Evil went on, it was still too
slow to see the end of the road.
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