|
Who We Are and What We Represent
|
The PGSC is an upstart startup company formed to write computer games. And other software too, if you ask us nicely. We firmly believe that playablilty is what makes a great game: not fancy eye candy or technology. Just engaging plot and solid, easy control. If it isn't as addictive as crack, we aren't interested.
We do Linux!
|
12 October 2002 -- Saturday
|
Haven't had much of a chance to update recently, as we've been working around the
clock for the past two years on our upcoming game, tentatively titled BUSPLUNGER.
Expect it in July or August 2009. It'll be HUGE!!!
|
21 January 2000 -- Sunday
|
Holy cow! an update! Wow, have things been really screwed up around here! Geez. So, but anyway: as you can guess this site hasn't been updated 'cause we haven't done anything much yet. Really. I just got back into school, and with 18 hours of courseload, there won't be much to get done. Sadly, as this site doesn't seem to be doing much for anyone, it may go down soon. Of course, when that changes (and I firmly believe that it will) we'll come back online to let you know when something really does happen that's worth knowing about.
I apologize for anyone that's actually been holding thier breath: just keep breathing: you'll know when something's going to happen...
Oh yeah, and (isn't this an ironic statement...) keep your eyes on www.linuxforeveryone.com, cause we intend to do some cool stuff there for the Linux-knowledge-impovershed...
|
26 October 1999 -- Tuesday
|
OK, this is going to sound strange to more than a few of you, but we have a new project, and it is not a game. It is a linux-only webbrowser, tentativly called Tim. For the low-down on Tim, check it out here
For those of you who missed the link yesterday, forgive me for my mistake...oops.
|
6 October 1999 -- Wednesday
|
OK, I lied. things are not back to normal on the site, and I'm sure we've lost
a lot of readership. Blargle.
Perhaps things will return to normal once we start coding again. With hope and luck, that will be this weekend. I've said it before, and I'll say it again, though iut may not be true, still: we really are trying to do stuff. It's just slow going.
I'll post anew, and send out a newsletter next week if stuff gets done this weekend.
P.S., for those who care, my new machine is working!
|
20 August 1999 -- Friday
|
Well, damme, I haven't posted in a long while. I'm still waiting on my new computer and phone line and ISP account (not to mention my furniture), so within the next few weeks, things oughta be back to normal around here (that is, with updates every couple of days and whatnot).
|
29 July 1999 -- Thursday
|
Wow, this page hasn't been updated in a while; I apologize. I'm in the middle of moving to Jackson for a semester-long internship, so my attention has been focused elsewhere for the time being.
Other than that, there is little interesting to report. Most of us are in some form of transition right now (or on vacation, in Philip's case), so little has been worked on. This site couldn't be allowed to stagnate, though, hence this "update". Same thing with the newsletter, too...that's on hold for now.
Anyway, more news to come when we gear back up for game writing. Bleah.
|
20 July 1999 -- Tuesday
|
Yow. It's been a while since the last real update. Again, still no newsletter. I think I might untill a few more people sign up: four subscribers just isn't motivation; sorry Tom. I'll finish up what I have and send it out, though.
In other, far more real news, coding for The Realm Of Imagination has started. Really. I mean it this time. We are working on mid-level libraries to interface the game logic with Crystal Space, which we might very well release under the LGPL as part of the Crystal Space project (if they like it, that is), in order to at least convince ourselves that we're contributing in a meaningful way to the Open Source movement...
But I digress. Coding has started, and the plot is begining to take shape, whatever that means. Yeah.
Apollo 11. 'Nuff sed.
|
13 July 1999 -- Tuesday
|
Yuck: still no newsletter yet, I know! I just haven't gotten around to finishing it. I will, I promise. I just have to get motivated.
Anyway, there's not much real news just now. We're still warming to coding with Crystal Space, so TROI development is moving slowly, but steadily, as we prepare our engine. vLOOG development has been on hold for a little while, mostly due to lack of motivation (we're working on that, too...). Philip tells us he has internet access now, and is beta testing Noop:TD in France while on vacation...
But, hey, if the girls can't find us handy, at least they can find us.
|
7 July 1999 -- Wednesday
|
Sorry it's been so long since an update: Monday was a holiday, and I spent yesterday in Jackson MS visiting friends and seeing the sights.
Anyway, some real news: the lastest Crystal Space beta compiles right out of the box for us now, and so real development has begun. Code is currently being written to support 3rd-person adventure/RPG games. Yay! Expect a proof-of-conecpt demo of TROI within a few months.
Speaking of TROI, our staff is now hard at work developing characters, plot, and concept artwork; the interface is begining to take shape (on paper); the design is now in full swing, in other words.
Noop developer Philip Rideout is on vacation this month, so there won't be any Noop updates any time soon, but vLOOG nears completion (blah blah blah), and hard-core level design has begun at last.
Also, a few of you may have noticed that the newsletter didn't go out on Friday, as per the schedule: this is because we were awaiting news from the programming sessions this weekend, and rest assured that as soon as we find a recipe to stick in the newsletter, it'll go out, probably this evening.
|
2 July 1999 -- Friday
|
Supposedly, tonight chip and I will be working on vLOOG. With hope and luck, we ought to have vLOOG ready to ship by the end of the weekend.
The latest beta release of CrystalSpace was put out today. I hope to get a chance to play with it some this weekend and perhaps actually get it working for once. I know I've been saying the same thing for longtime now, and I hate repeating myself, but I'm determined to get it to work one day and, by God, I'll let you know when it does.
We just got some new voice recognition software and I'm having way too much fun playing with it, doing this page update with it. It is a great toy but I wouldn't recommend for serious work.
|
|
|
we know this page sucks. don't sweat it
this site and its contents copyright © 1999 the People's Glorious
Sofware Collective
|