Serious Sam Classics: Revolution

Serious Sam Classics: Revolution

Klobby. Dec 31, 2017 @ 11:43am
State of revolution.
its been 1 year and 12 days (13 for most people now) since a update. Now there has been a lot of talking about devolpers devolping Serious sam Bogus Detour and not revolution. This is half true and half false. But im not talking about that here. Scratch (one devolper of small amount that is still working on this game) said that its still being updated. Another thing devolpers were claiming is that they dont get paid at all for this project. so its hard for them. But. If they dont have money. Why cant they just say they cant afford devolping game insted of letting entire community waiting and hating on devolpers. Agian. What devolpers should do is tell community that they are stopping devolping the game and cant afford devolp it anymore. Thank you. (Im sorry for grammar mistakes. But everyone is allowed to say whatever they want. Even if they are bad at it)
Originally posted by ThePaSch:
As one of the developers working at Alligator Pit, responsible for the soundtrack of the new campaign, I can offer a little insight into what's going on. There isn't much new that I can say, but I can basically just confirm what Scratch has been saying all over the place.

The short version is that, yes, we are still working on it, and yes, we do still want to release the campaign and all the outstanding fixes in the future. It's unfortunately also true that the pace of development is very slow at times, as we are indeed not getting paid for our work; this is a volunteer project. It was intended as a "bonus" for owners of the Classics on Steam from the very start, which is why people who owned both the Classic Serious Sam games (i.e. The First Encounter and The Second Encounter) on Steam received Revolution for free, and why people who buy Revolution also receive both of these games upon their purchase.

Over the years, there were many changes in the team. People joined, left, fell silent, stuck around but were unable to work on it due to real-life obligations. Since, as I said, none of this is paid, every hour we work on Revolution is an hour that we can't work on our actual jobs that pay us actual money. And throughout the past year, virtually all of our team had intense workloads to deal with in their jobs and studies, which left very little and very precious free time to spend on other things. Development, in the meanwhile, did continue, and we are making progress on Bright Island - this can't be overstated - but unfortunately, it's a lot slower than many of us would hope for, and obviously, many of you would hope for as well.

We have prototypes for pretty much every level that the campaign will have, but many of them are still lacking polish, design passes, enemy scripting, and many other things that a finished Serious Sam level is supposed to have. We're currently finding ourselves in a difficult catch-22 situation - we could crunch for a few weekends, make sure that the levels are barely presentable enough, and push out what we have; but that would be massively disappointing to both ourselves, who would like to deliver a certain standard, and to the fans, who would've waited a long time for an ultimately half-♥♥♥♥♥ result. But full-assing it, and delivering the high-quality and original campaign that everyone is looking for simply requires a lot more time than any of us have to spare right now, would we want to release in the next two or three months, so it's going to extend the wait, which I imagine will also be disappointing to the fans. So the only option we have is to continue spending as much time as we can spare on Revolution, and keep the project rolling. It's a frustratingly slow pace, for both all of us and all of you, but as long as we keep moving, we're going to reach our destination eventually.

I know it's a frustrating wait, and I know many of you feel cheated or don't believe us when we say that we are indeed still working on Revolution, but in the end, it's true, even if it may not look like it. Scratch has taken many unpaid days off work in order to work on Revolution instead, sacrificing money that he needs to live, but it's still not enough to be able to get things done quickly and satisfactory. And it certainly doesn't help when he, and many other members of the team, get constantly insulted, harrassed and verbally abused by frustrated fans who think that bullying the development team will make them work any faster. We've had people hunt down our accounts on other platforms, just to tell us what exactly they think of our mothers. It's demotivating on top of all the problems that we're dealing with anyway, but the only option we have is to push through and keep the ball rolling, even if it's a slow push.

It's not our intention to kill this project. We have had serious and intensive talks about this, but we all agreed that it would be a disservice to both everyone out there and the work that we've already done, so it's not going to happen. You can quote us on that. Some members of the team left because of this, which didn't exactly help our situation, but the rest remains resolute to finish what Revolution was supposed to be from the start. All we can ask for is more patience, as difficult as that may be for you.

Lastly, we are, of course, still looking for talented mappers or modelers to join our team. Every little bit helps us get the ball moving just a little bit faster, so we can get the content out to you quicker. If you're interested (and have work to show), please hit us up.
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Kenshiro3 Dec 31, 2017 @ 3:26pm 
If they did they risk it being delisted because it is still in early access and they have yet to deliver on all advertised features
devour trouser Dec 31, 2017 @ 4:20pm 
I wish they'd at least just get rid of the "EARLY ACCESS BETA".

I'll go check the workshop
Originally posted by diogenes:
I wish they'd at least just get rid of the "EARLY ACCESS BETA".

I'll go check the workshop
They can't until the follow through on the advertised features of the game... one of which was the new campaign which has yet to drop.
I guess if they are not getting paid for this labor of love, it is not a useful request to ask for LAN play that does not require an internets to facilitate?

Sometimes peer to peer wifi is all the old laptop's got. We aren't going to tether a cell phone and use internet connection sharing to play classic FPS games because of the fear of... well we can violate one EULA or violate another EULA, but if online validation wasn't required, no EULAs would get violated at all!

I miss when LAN meant Local and that On-Line meant "not disconnected" as opposed to "interweb only"

heck just the other day for holiday cheer some friends and I played doom 1 on some old laptops that still worked. coax dongles and ipx!

The author of this topic has marked a post as the answer to their question.
As one of the developers working at Alligator Pit, responsible for the soundtrack of the new campaign, I can offer a little insight into what's going on. There isn't much new that I can say, but I can basically just confirm what Scratch has been saying all over the place.

The short version is that, yes, we are still working on it, and yes, we do still want to release the campaign and all the outstanding fixes in the future. It's unfortunately also true that the pace of development is very slow at times, as we are indeed not getting paid for our work; this is a volunteer project. It was intended as a "bonus" for owners of the Classics on Steam from the very start, which is why people who owned both the Classic Serious Sam games (i.e. The First Encounter and The Second Encounter) on Steam received Revolution for free, and why people who buy Revolution also receive both of these games upon their purchase.

Over the years, there were many changes in the team. People joined, left, fell silent, stuck around but were unable to work on it due to real-life obligations. Since, as I said, none of this is paid, every hour we work on Revolution is an hour that we can't work on our actual jobs that pay us actual money. And throughout the past year, virtually all of our team had intense workloads to deal with in their jobs and studies, which left very little and very precious free time to spend on other things. Development, in the meanwhile, did continue, and we are making progress on Bright Island - this can't be overstated - but unfortunately, it's a lot slower than many of us would hope for, and obviously, many of you would hope for as well.

We have prototypes for pretty much every level that the campaign will have, but many of them are still lacking polish, design passes, enemy scripting, and many other things that a finished Serious Sam level is supposed to have. We're currently finding ourselves in a difficult catch-22 situation - we could crunch for a few weekends, make sure that the levels are barely presentable enough, and push out what we have; but that would be massively disappointing to both ourselves, who would like to deliver a certain standard, and to the fans, who would've waited a long time for an ultimately half-♥♥♥♥♥ result. But full-assing it, and delivering the high-quality and original campaign that everyone is looking for simply requires a lot more time than any of us have to spare right now, would we want to release in the next two or three months, so it's going to extend the wait, which I imagine will also be disappointing to the fans. So the only option we have is to continue spending as much time as we can spare on Revolution, and keep the project rolling. It's a frustratingly slow pace, for both all of us and all of you, but as long as we keep moving, we're going to reach our destination eventually.

I know it's a frustrating wait, and I know many of you feel cheated or don't believe us when we say that we are indeed still working on Revolution, but in the end, it's true, even if it may not look like it. Scratch has taken many unpaid days off work in order to work on Revolution instead, sacrificing money that he needs to live, but it's still not enough to be able to get things done quickly and satisfactory. And it certainly doesn't help when he, and many other members of the team, get constantly insulted, harrassed and verbally abused by frustrated fans who think that bullying the development team will make them work any faster. We've had people hunt down our accounts on other platforms, just to tell us what exactly they think of our mothers. It's demotivating on top of all the problems that we're dealing with anyway, but the only option we have is to push through and keep the ball rolling, even if it's a slow push.

It's not our intention to kill this project. We have had serious and intensive talks about this, but we all agreed that it would be a disservice to both everyone out there and the work that we've already done, so it's not going to happen. You can quote us on that. Some members of the team left because of this, which didn't exactly help our situation, but the rest remains resolute to finish what Revolution was supposed to be from the start. All we can ask for is more patience, as difficult as that may be for you.

Lastly, we are, of course, still looking for talented mappers or modelers to join our team. Every little bit helps us get the ball moving just a little bit faster, so we can get the content out to you quicker. If you're interested (and have work to show), please hit us up.
Last edited by ThePaSch; Jan 2 @ 2:32am
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