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Old 07 November 2009, 10:52   #541
starlord
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We'll all hope for the best then. Many thanks for returning among us pcGTW...
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Old 09 December 2009, 13:43   #542
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webmaster, what is exactly your deadline?
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Old 14 December 2009, 22:30   #543
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Doesn't make much sense to tell, really.
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Old 15 December 2009, 09:29   #544
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I just hope that by that, you don't imply it's crossed already!
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Old 06 September 2010, 08:43   #545
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sorry for the inconvenince to all, but might anyone here know where pcGTW webmaster is?

Might be interesting in order to have a status update on shenandoah!
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Old 09 November 2010, 20:56   #546
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I'm still alive, so don't worry. :-) And I haven't gave up the game either.

It's just that my life changed quite a bit over the last months. I moved, have no broadband internet connection currently, my new notebook running Windows 7 isn't compatible with the compiler I need to compile the game, etc. I'll sort that out someday, but until then, I can't give any status updates.
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Old 02 December 2010, 14:05   #547
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Great to hear from you! welcome back!

Also, can you give an update on the status of the pcgtw website?
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Old 27 July 2011, 08:37   #548
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March 31, 2012 *hint*
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Old 19 August 2011, 19:48   #549
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good to hear from you webmaster!

can you give us some news? it's been a while we haven't heard of you.

Also, what happened to the pcgtw forums?
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Old 08 September 2011, 15:43   #550
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The forums is gone together with the other websites on retro-net.de after a server crash. This happend while I was on holiday, so I missed the deadline for issuing a restore request...
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Old 14 September 2011, 10:04   #551
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Can you restore the website you had for shenandoah with the vid previews?
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Old 11 December 2011, 06:30   #552
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hope to hear updates soon
 
Old 10 January 2012, 10:42   #553
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indeed!

Also, happy new year webmaster!
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Old 24 March 2012, 20:46   #554
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Can't believe that it's already 5 years since all this started...

Anyway, I'm still alive, and so is the game. As promised, I'll post a status update on March 31. Stay tuned.
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Old 31 March 2012, 11:49   #555
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indeed! Great to know you are still here!

Also while you are there, could you check your PMs?
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Old 31 March 2012, 12:06   #556
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Ok, so let me try to explain where we are with the PC version of Shenandoah now...

Lots of things have happened in my life during the last two years. I had virtually no spare time, which unfortunately means that, in effect, the game didn't really make any progress since late 2009. On the other hand, I became a professional coder over the intervening years and that should help me catching up quickly and finally finishing the game.

Not working on Shenandoah for such a long time was actually not a bad thing, because I can now look at the game with a much greater distance. After looking at the code again, I have to say that I'm still very pleased with it. But I immediately noticed that I have to make changes to some of the levels and to the music assigned to them - something I didn't realize in the past.

The two-parted level 1 will be dropped. The good stuff from that part will be used for the final level instead. Otherwise, the game would "feature" three levels with the same setting (space), and level 1 part 2 was always quite boring to play anyway due to its lack of enemies and a general feel of incompleteness. The same goes for the final level. Krister had hard times turning all kinds of unused graphics into enemies for the final level, but even with those, it wouldn't play as well as the other levels. The best way to cope with this is to combine the two rather incomplete levels into one that feels and plays well. I have some very nice ideas for the final level's storyboard, and if that works out the way I've planned, it will be epic.

Moreover, the game was to feature a 4-player mode, but I decided to temporarily drop that, as it would require me to completely rewrite the input system, which is too much work. I want to get the game done, so I'll stick to the input system I have - even though it can only handle two players. It's always possible to add four-player support later when the game is done and released by providing a patch.

The first thing I'm now going to do is to finish all the core functions of the underlying game engine and making sure that they are stable. Most parts are already, but there are still some bugs left e.g. in one of the collision handlers, which can make the game crash in two-player mode. I need to rewrite the main menu stuff as well, as that's currently what they call "spaghetti code". Once that is done and all parts of the game engine are stable, I'll finish the levels one-by-one and perhaps release a new demo.

As for a release date, it will most likely not happen this year. Or if, it will be on December 31.

Was there any progress made with the Amiga version, btw?
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Old 31 March 2012, 13:08   #557
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just a question: what happened to the develloper vids we once saw on youtube and in other places... Unless you have a reason for sayng no, it would be quite interesting to have them back there in order to draw fans attention to the game...
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Old 31 March 2012, 13:23   #558
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To be honest, I don't know why they vanished from YouTube. I had backup copies of them on my webserver, but they got lost when the server crashed.
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Old 31 March 2012, 18:42   #559
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hmm! wierd.
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Old 01 April 2012, 11:06   #560
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Not really, as the videos weren't on my YouTube channel.
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