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Originally posted by pipeline:
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Originally posted by UncleTwitchy:
Also, bear in mind that many people don't want other people porting their work... Martin Turner, for instance, has repeatedly said he doesn't want anyone touching "Frozen Heart" or "Femme Fatale,"
I wonder why? I mean, I, for example, don't give a flying rat's how people muck with Nova.
Dave @ ATMOS**
Nova and Frozen Heart are quite different kinds of things.
FH was free, but I've protected the copyright including the integrity of the work quite vigorously.
Nova is commercial, and one of the benefits of registering is that you can make plugins which, by definition, change the Nova universe.
Also, and please don't allow me to put words into your mouth, if I remember some of your original posts about Nova, you had a very definite intention of making a landmark plugin which would put Atmos on the map.
Frozen Heart was never intended to be a landmark of any kind - I just had a story I wanted to tell, as much in the EV universe as I could and only changing enough to make my story work. When EVO came out, suddenly I had to include all the EV stuff if I wanted it to work, because my universe was very different from the EVO universe. Of course, I didn't have copyright permission to do this, so I made my own landing pics, spob pics, ship and outfit pics using free software which I'd picked up on the covers of magazines. I didn't really tell anyone I was making it, apart from a handful of beta-testers. The first piece of feedback I got was 'you shouldn't introduce the tachyonic ship, because it's too powerful'. However, it was the essential part of the story I wanted to tell, so I put gameplay second and story first. Of course, I then had to work hard to include some almost impossible pilot challenges, and that added ultimately to the cult status of the plugin.
Frozen Heart was released without a great deal of fanfare, and immediately incited long strings on the web-boards of people who said they hated it (although it turned out that most of them hadn't actually downloaded it yet, but were just afraid that it would stop people playing the plugin they were writing). I also got hundreds of emails from people telling me either i) they'd found a bug and were going to release a fix to stop two planets appearing in the same place or ii) they'd done new graphics and were going to release them or iii) they were writing their own plugin and were going to use my graphics or iv) they would like to develop a new plugin with me.
Because FH had not 'official' status, I had to decide very quickly what to do with this, before the detractors and the erronneous bug-fixers and the graphic-borrowers had watered down my vision so much that there was nothing of my story left.
My decision then - which made me very unpopular at the time, but which I think ultimately enabled FH to be successful enough to release Femme Fatale - was to fix all genuine bugs identified and issue releases immediately, vigorously defend my artistic decisions, especially from people who said 'I haven't played it but I think the idea of xyz is lame', respond to the erronneous bug-fixers and graphic-borrowers to defend my copyright, and to work with a select number of people who wanted to make FH plugins that matched my vision.
In fact there were four or five people who I agreed could make FH plugins - but at least fifty who I turned down. For example, anyone who said they wanted to make a plugin about aliens for FH I turned down, because the whole mystery of aliens in FH is that they vanished from our part of space fifty-thousand years ago. I wanted to retain the mystery which I personally enjoyed so much when I was an archaeology student. Likewise, I turned down people who wanted to write Magellan and Rigellian side-strings. I suppose if I got an email from someone who lives in a totalitarian state, or has done, and wanted to write strings, I would be interested. Again, people who wanted to continue the Lars-Alana-Mordillo personal stories I turned down, because I have a very distinct idea of how those relationships ultimately develop. Finally, I turned down requests from people who I thought wouldn't sustain the quality of writing, which is the basis of Frozen Heart.
I suppose I might as well reveal at this time that I am 90% complete on Frozen Heart 2 for Nova (but don't hold your breath because the last 10% takes far more time than the first 50%). Assuming that I do release it (no promises), most of the ship graphics will have changed in style, and the overall quality of graphics will be much higher (remember that FH was done on StrataVision 4, and, in any case, everything had to be 8-bit). To me, the writing came first - especially the characters and the relationships. I was much more interested in the relationship between the player and Katherine than I was in how good the Orion class ship looked. I was also interested in the emotional response of the player - to refugees, victims of sex-traffickers, victims of war - all the things that I respond emotionally to when I meet them and work with them. Beyond that, my next concern was to make the game challenging to play - with puzzles, missions that were only 'just' possible, tricks, traps and unexpected encounters.
The good news is that the things I cared most about really don't change under the new engine. The bad news is that bringing everything else into the world of 16-bit 2003-era graphics is a big undertaking.
I have to say I am in two minds about whether I'll release it. Currently it's knocking on 48 megabytes. Is there seriously anyone out there who wants to download a 48 megabyte plugin?
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M A R T I N ย T U R N E R
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