Rozmawiałem chwilkę z Jamesem i oto oficjalne info od niego:
"After 2 years of slow progress I just wanted to give an update on the campaign, yes I am still working on it!
There is a lot to do, so please don't get your hopes up for a release in the near future, however hopefully it can give some extended life to the poor end of life game I love so dearly, when it finally comes out.
The campaigns systems are mostly written, nearly all of the areas/locations have events and most are fleshed out.
I have built the shop interface and the triggers for nearly all events and missions (side and story). The barebones of all the scenarios/missions are there, some are just single tile missions with a token to choose "win" or "lose", but I can prove a full playthough to Campaign Completeion or Failure.
I've built a module that can be "injected" into every scenario, that controls the "curiosity" and "durable" items that the players control, this is a menu interface inside the "journal" item that plays a key role in my scnearios. These items form the players "starting items" every game, so no more random stuff each game, players can buy their own starting kit. Events are built in a way to interact with what players have (and their money), so it adds a bit of variety and fun things happen based on what the players are holding.
The main thing i've not done in the campaign is the overall "journal" I have headings for each mission, so I need to gather all of the evidence, artwork and information out of each of the mission's journals and bring it into the main campaign journal, since i've not done all the missions let alone their journals, theres significant work to do here - I think this feature will be key as players will forget between plays what happened, so they'll need to look back at what they did/found. I also want to forge a campaign wide "narritive" that will help the players make decisions in each of the missions as they progress.
I've written and finished 1 brand new (intro) story mission, which introduces the campaign mechanics and some clever systems i've not used before. I have converted two of my existing scenarios (and split them into 3) to fit the campaign, they now have multiple variations for each of them based on what the players do to get to them (and when), so a campaign run should look different than the standalone scenarios I used to create them.
At present I am writing the 5th and final story mission - I have a story board on this one, so I can begin the actual coding now. This is the finale, which will I hope be dramatic enough for an ending. However there is a way (if players are quick and very good) to win before this craziness even begins - I am trying to tune this so that unless the players are "almost perfect" they will probably end up having to do the "finale". I like these ways that players can "beat the game" if they truely understand it, like the book puzzle in A Strain on Reality - Not essencial, but cool if you can crack it.
I have written a side mission, which has a campaign specific story and two other story plots that I hope to release for free play (maybe as a teaser to the campaign). Basically I had three story ideas, but didn't know which one would be the best fit for the campaign, so I wrote the whole scenario with each element having variations for each of those stories - same theme, radically different stories - this worked as one story arc suited the campaign more. I have "mostly" finished that now. The other two stories, one is fleshed out pretty nicely (almost finished)and even has the finale written/coded. The 3rd I think is a fixer-upper, I may release it if inspiration hits, but its kind of a broken mess at the moment! All three use a new mechanic (which is really cool - but I am not sure if it will be fun or annoying in play ).
I have campaign trigers coded that also lead to 4 other side missions, so I am commited to writing these too. The campaign is quite modular too, as each "mission" is a self contained scenario that is triggered and the method to trigger is written in a way that additions can be made without breaking the whole system.
Anyway the 4 side missions - I think i'll try to keep them short (sub 1 hour) if I can - this may make them linier, but I figure that players that have done them will skip any they have already done on repeat plays. I can't promise this though, sometimes when my imagine runs I have to follow it - regardless I plan to put approximate times for each side mission so players can make an informed choice, they are all optional content. Sadly i've not even started any of these side missions yet(I only have very basic premise's for each), so plenty of work to be done here too. But they will be worth the effort as they should fill in some of the plot and give some hints to speed up or change up some of the remaining story missions and flesh out parts of the story the Story missions don't have the time to.
Ok so thats it in a nutshell I am still here and still working on this
The campaign is 198mb in size so far, just to give an indication of scope.
I don't have anything to really tease, so here is a list of the "mission" names - their version numbers should indicate which i've worked on. Plot wise, I don't think the names give anything away - but may hint to the themes
The tag line is a bit cheesie at the moment so subject to change
"
W skrócie to tyle