If it hadn't been for the portraits, I would probably port the campaign to SCR too... which I just may do after all because I really don't want to muck around with 1.16 anymore, and some Samase-only features just might come handy. I just need an extra life for all that. (smh)
Will Vagrants be ported to SCR too?
I hope so. Again a lot of edits need to be done, but unless I'm mistaken, I've already made an edit of Vagrants that I have not released because the issue with the Dark Templar could not be solved. I cut out at least one map and updated the dialogue in some others.
Iscript will have to be fully redone in both campaigns, for starters.
Perhaps you didn't understand that he was implying that porting it to SCR is a pipe dream. The reason it isn't going to realistically happen is due to the same thing that kills so many projects: a lack of motivation. A fix for the writing and a fix for the 1.16.1 is the best we can realistically hope for.
Well not exactly. I just need to evaluate the campaign first and see if there are insurmontable obstacles to porting it, but AFAIR there isn't a drastic amount of new graphics there anyway. Graphics is the only reason I'd shy away from porting any of my work to SCR.
I can also add that over the years, I've started doing some tentative work - never announced in any way - on half a dozen other adaptations in the vein of FOTG, including other books by Nick Perumov and Andrej Sapkowski. But since none of the sources did lend itself to being transposed into SC all that well, and my motivation level wasn't the best, none of that ever came to fruition. At best I was ending up with a map or two. Most have been lost or deliberately erased because I was not content with the level of quality. Whatever I chose to keep, however, is all safely stored in my vaults.
When one domino falls is more important, always.
Yeah, especially since I'm close to getting one more map finished.
I do not mean to offend but I literally can't understand what's going on. You have no idea how agonizing it is to see this incredibly well polished campaign and then get a wall of text that I can't comprehend. I've tried looking for the book myself, unfortunately all I ended up succeeding in was telling Google to send me a never ending amount of advertisements for books with "fall of the god" in the title.
Actually the book was released as "Godsdoom".
https://www.amazon.com/Godsdoom-Nick-Perumov/dp/1934135380That happened a few years after my campaign so naturally I had no idea what the title would be like.
Perhaps the problem is that you didn't convey the story in a way that could be understood by the player? There is a reason why the Harry potter movies left out so much details from the books and the marvel movies have made many changes compared to the comics. You can't present the same amount of plot as you would in a book. You need to trim it a little to fit the format of a StarCraft campaign.
Originally the campaign was released on The Star Alliance of which I was a part. There was a site with basic info (characters, setting, etc.) Since TSA went belly up the campaign ended up floating in the void all by itself, so naturally without that info the story was not really obvious.
BTW I wouldn't refer to FOTG as being "incredibly polished". I knew there were things that could be made better... a lot better. For starters, the AI Scripts are very primitive; I tried to port one of them (one unused in the final version but remaining inside bwscript.bin) to WODF and ended up regretting it as it just had to be rewritten from almost the ground up. Besides, I was clearly in utter fear of ever making the AIs that posed any sort of danger to the player, therefore hardly any of the Terran scripts even researched something like Yamato or Siege Mode. *snicker*
Post has been edited 1 time(s), last time on Jun 19 2022, 2:47 pm by IlyaSnopchenko.
Trial and error... mostly error.