Shrimp
3rd May 2005, 05:51 PM
:D
Right, where to begin ;). Apologies for any soppy and/or cheesy sounding content...
Firstly, I would like to start by just thanking the whole team once again, for their hard work and dedication to UnWheel over the past two years :). UnWheel would still be a crummy demo map in a cube, with 3 200 polygon brefab brushes converted to KVehicle StaticMeshes, if not for the team's continued effort's to bring UnWheel to life in ways I had never dreamed of before.
I think we sure must have been the hardest working team throughout the Make Something Unreal Contest, since we probably had one of the smallest TC teams, often working right through the night and meeting eachother again the next morning in our different time zones, nobody having slept much, or at all. Especially during the last few weeks of the Editor's Choice deadline. Now we know what game developers go through every time they have to release a game :).
At times I've probably not been the best leader around, I think I'm probably a little too indecisive at times, which causes confusion, I'm also not extremely communicative at other time :). It was a learning experiance for me in that area as much as any other in the 'development process'. I hope everyone else has learned as much as I have, though I'm sure you have, since every new map, vehicle or skin you guys made amazed me more and more each time.
Anyway, great big hugs and kisses and stuff to the whole team. We all know without you guys we wouldn't be sitting here today, and for that I thank you immensely. I could not have hoped to have worked with a better bunch of people. ;)
Next up, big thanks to the community as well. The few fans UnWheel has managed to gather, have been extremely loyal. It really warms my heart :D. Extra special thanks to those who have created maps for the mod, hosted servers, organised events, etc. All these things have managed to maintain interest levels and kept the community alive for so long. That's not to say regular players are any less appreciated though, you guys are just as important, since loads of maps, servers, skins, etc, all mean nothing without someone to use them ;).
You guys are the best :tup: :D. Hope to see you all around for a good long while.
Now, what does the future hold for UnWheel? Well, to be perfectly honest, I have no idea right now :). There are still several code bugs that need to be addressed, and I still have loads of ideas for gametypes and other features.
Basically most of last year I barely did any real work at all. I spent entire days at work working on UnWheel, even took a few weeks off here and there to work on it near deadlines. Anyway, my bosses seem to have finally caught on, and as you may know, I've been popping around the country at the drop of a hat, for a few weeks at a time, this whole year so far.
Anyway, my days are now spent working a proper 9 hours, and in the evenings I do a bit more, and catch up with a few other projects I've neglected :).
Point being, I don't know if or when I'll have enough time to work on any updates. I want to do loads of stuff, but I cannot promise anything at the moment. I can try to optimise my day a bit, but unfortunatey there are only so many hours available :).
I'm going to try to be around a lot more here on the forums, generally try to get back into the swing of things here, and we'll see how things go in terms of updates and things.
PS. Team; 'that' outstanding issue is being sorted out tomorrow (well, today already...) ;)
Right, where to begin ;). Apologies for any soppy and/or cheesy sounding content...
Firstly, I would like to start by just thanking the whole team once again, for their hard work and dedication to UnWheel over the past two years :). UnWheel would still be a crummy demo map in a cube, with 3 200 polygon brefab brushes converted to KVehicle StaticMeshes, if not for the team's continued effort's to bring UnWheel to life in ways I had never dreamed of before.
I think we sure must have been the hardest working team throughout the Make Something Unreal Contest, since we probably had one of the smallest TC teams, often working right through the night and meeting eachother again the next morning in our different time zones, nobody having slept much, or at all. Especially during the last few weeks of the Editor's Choice deadline. Now we know what game developers go through every time they have to release a game :).
At times I've probably not been the best leader around, I think I'm probably a little too indecisive at times, which causes confusion, I'm also not extremely communicative at other time :). It was a learning experiance for me in that area as much as any other in the 'development process'. I hope everyone else has learned as much as I have, though I'm sure you have, since every new map, vehicle or skin you guys made amazed me more and more each time.
Anyway, great big hugs and kisses and stuff to the whole team. We all know without you guys we wouldn't be sitting here today, and for that I thank you immensely. I could not have hoped to have worked with a better bunch of people. ;)
Next up, big thanks to the community as well. The few fans UnWheel has managed to gather, have been extremely loyal. It really warms my heart :D. Extra special thanks to those who have created maps for the mod, hosted servers, organised events, etc. All these things have managed to maintain interest levels and kept the community alive for so long. That's not to say regular players are any less appreciated though, you guys are just as important, since loads of maps, servers, skins, etc, all mean nothing without someone to use them ;).
You guys are the best :tup: :D. Hope to see you all around for a good long while.
Now, what does the future hold for UnWheel? Well, to be perfectly honest, I have no idea right now :). There are still several code bugs that need to be addressed, and I still have loads of ideas for gametypes and other features.
Basically most of last year I barely did any real work at all. I spent entire days at work working on UnWheel, even took a few weeks off here and there to work on it near deadlines. Anyway, my bosses seem to have finally caught on, and as you may know, I've been popping around the country at the drop of a hat, for a few weeks at a time, this whole year so far.
Anyway, my days are now spent working a proper 9 hours, and in the evenings I do a bit more, and catch up with a few other projects I've neglected :).
Point being, I don't know if or when I'll have enough time to work on any updates. I want to do loads of stuff, but I cannot promise anything at the moment. I can try to optimise my day a bit, but unfortunatey there are only so many hours available :).
I'm going to try to be around a lot more here on the forums, generally try to get back into the swing of things here, and we'll see how things go in terms of updates and things.
PS. Team; 'that' outstanding issue is being sorted out tomorrow (well, today already...) ;)