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Plan for Josh Ritter

Plan for Josh Ritter
Name:Prairie Games
Date Posted:Dec 04, 2004
Rating:Not Rated
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2004 and beyond...
Hey all...

This has been one heck of a year for us at Prairie Games... There's been a lot of sweat and a few tears. It hasn't been very easy which is understandable for a startup. I am so grateful for the support we have received from so many people... on the game, in these boards, in emails, and out on the web: THANK YOU!!!

We have some big things in store... and are working very hard on Minions of Mirth... This next year is going to be incredible. I cannot stress how much stronger we are going into it...


There have been a number of structural changes made to MoM... not the least of which is our adoption of the Third Edition rules, or SRD, for our core RPG mechanic. This is a great system, though we are quite aware of how generic the Third Edition can get to feeling... We'll be creating "House Rules" for MoM's specific gameplay... it's fun stuff...

Also, we will be porting to the Quake3 engine very soon... We have already been retooling and I have to say, the look of the game is very much improved... as is the pathfinding and many other features. Frankly, I have wanted to use the Quake3 engine for a number of years... I am really stoked...

Another thing, one that hasn't been touched on very much 'officially', is that we are creating a distributed massively multiplayer framework for MoM (and our future titles)... I am fond of calling this "The Bittorrent of Massively Multiplayer"... we'll be releasing some tests of this soon... it's very cool stuff ... I also want to assure everyone we are dedicated to the single player experience... in this mode, MoM is kind of like a Massively Multiplayer Simulator that you can play yourself... "Massively Single Player"

Lastly and most importantly, partnering with Barry Trottier is the smartest move we have ever made. He brings a great enthusiasm, business, and marketing sense to the adventure. We really look forward to working with him over the next year and beyond... It honestly feels like he has been with us the entire time.

In closing, the goals for 2005 are to build community, get help, and ship Minions of Mirth... To build community and get help, we need to get something playable out... this is job #1 and it isn't all that far away...

Thanks again and peace on earth,
-Josh Ritter
Technical Director
Prairie Games

Recent Blog Posts
List:03/29/08 - TGEA 1.7 Build System and Embedded Python
03/14/08 - MegaTerrains - TGEA Update
01/18/08 - Minions of Mirth: Undead Wars Expansion
01/04/08 - Physics Overhaul - Video
12/26/07 - Web Integration - Video
12/21/07 - New MMO Client - Trees - Day/Night Video
12/18/07 - Minions of Mirth - 1.26 - Holiday Edition!
11/28/07 - TGB/TGEA integration first pass

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David Montgomery-Blake   (Dec 05, 2004 at 01:45 GMT)
As long as engine switching doesn't turn it into MoM: Forever, I'll be happy.

Prairie Games   (Dec 05, 2004 at 02:23 GMT)
Yes, we're moving to a feature complete, debugged engine... and away from our mostly complete, needing optimization and bug fixes one... I don't think we are saving much time, or losing it. Ultimately, the game is much better for it too...

Nicolas Quijano   (Dec 05, 2004 at 13:31 GMT)
Josh, you licensed q3a ?? As the price suddenly dropped ?
Or, are you using the mod SDK for now, and switching to the GPL version when it's hopefully released this xmas ?
Just curious :)
Best wishes, and to quote someone you know " Rock On, Rebel Warrior !!!"
Cheers

Paul Dana   (Dec 05, 2004 at 20:34 GMT)
peace

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