Stellar Deep really does require a certain amount of financial and time committment we can't justify at this point. We're not particularly interested in finding outside sources of income for this, since the whole point of being independent is so we can pick and choose what we work on.
So with that in mind, we're trying to build up a revenue base so that we can take 6-12 months to sit down and do something with Stellar Deep. It was originally mentioned on the Pyrogon site when we launched because it was a "Wouldn't it be cool if?" type of thing. Unfortunately it came off as a product announcement, and I hate vaporware, so we pulled it but kept it in the forums.
We think it'll be a fun game, with all the aspects of Elite, EV:Nova, Subspace, et. al. that people really enjoyed, and hopefully with an added social and strategy dynamic lacking in those games.
I don't believe it's sour grapes at all, you bring up a lot of very valid points. I was primarily known for having a big mouth and a lot of opinions, and those aren't the types of things you base a career on.
In fact, in my defense, if you look at publicity for "Brian Hook", there has been none, because I've reached the point where building something on my own is more important than self-aggrandizement and promoting a name or personality.
At 3Dfx I was ancillary -- and, just to clarify, while I was a major influence on Glide, the Glide that everyone knew was actually significantly cleaned up and fixed by people after I left 3Dfx, so associating it strictly with me is a disservice. 3Dfx was about the hardware.
At id, I came in late on Quake 2 and left early on Quake 3, and in hindsight, it was a blown opportunity for me because I didn't contribute as much as I could have. But then again, trying to code around John Carmack is fairly demoralizing because he makes everything hard seem too easy.
I consented to this interview -- my first in THREE YEARS -- because I figured CG was a small enough site that no one would really notice. The questions that were asked I thought were extremely good and insightful and, frankly, I wanted to slowly start building awareness within the Linux community as we start pushing out more products.
But anyway, I think you're pretty accurate on your assessment, but I feel obligated to post just so you (and others) understand that this isn't a typical washed up, pathetic developer who has lost his relevance looking for one last moment in the sun.
I fully intend to build up Pyrogon into something important and fun. This is what is most important to me at this point, because the quasi-fame I had before was fleeting and, in the end, irrelevant to my own enjoyment of developing games.
And when Pyrogon is successful, no one will be able to make a post like yours saying it wasn't earned, since only two people work at Pyrogon, and it's 100% self-funded. It lives or dies by our abilities.
Of course, until Pyrogon has reached that stage, comments like yours will continue to be made, as they probably should.
Stellar Deep really does require a certain amount of financial and time committment we can't justify at this point. We're not particularly interested in finding outside sources of income for this, since the whole point of being independent is so we can pick and choose what we work on.
So with that in mind, we're trying to build up a revenue base so that we can take 6-12 months to sit down and do something with Stellar Deep. It was originally mentioned on the Pyrogon site when we launched because it was a "Wouldn't it be cool if?" type of thing. Unfortunately it came off as a product announcement, and I hate vaporware, so we pulled it but kept it in the forums.
We think it'll be a fun game, with all the aspects of Elite, EV:Nova, Subspace, et. al. that people really enjoyed, and hopefully with an added social and strategy dynamic lacking in those games.
One day...
-Hook
I don't believe it's sour grapes at all, you bring up a lot of very valid points. I was primarily known for having a big mouth and a lot of opinions, and those aren't the types of things you base a career on.
In fact, in my defense, if you look at publicity for "Brian Hook", there has been none, because I've reached the point where building something on my own is more important than self-aggrandizement and promoting a name or personality.
At 3Dfx I was ancillary -- and, just to clarify, while I was a major influence on Glide, the Glide that everyone knew was actually significantly cleaned up and fixed by people after I left 3Dfx, so associating it strictly with me is a disservice. 3Dfx was about the hardware.
At id, I came in late on Quake 2 and left early on Quake 3, and in hindsight, it was a blown opportunity for me because I didn't contribute as much as I could have. But then again, trying to code around John Carmack is fairly demoralizing because he makes everything hard seem too easy.
I consented to this interview -- my first in THREE YEARS -- because I figured CG was a small enough site that no one would really notice. The questions that were asked I thought were extremely good and insightful and, frankly, I wanted to slowly start building awareness within the Linux community as we start pushing out more products.
But anyway, I think you're pretty accurate on your assessment, but I feel obligated to post just so you (and others) understand that this isn't a typical washed up, pathetic developer who has lost his relevance looking for one last moment in the sun.
I fully intend to build up Pyrogon into something important and fun. This is what is most important to me at this point, because the quasi-fame I had before was fleeting and, in the end, irrelevant to my own enjoyment of developing games.
And when Pyrogon is successful, no one will be able to make a post like yours saying it wasn't earned, since only two people work at Pyrogon, and it's 100% self-funded. It lives or dies by our abilities.
Of course, until Pyrogon has reached that stage, comments like yours will continue to be made, as they probably should.
-Hook