I've been playing though the 'Fortune Hunters' campaigns, and I just have to give my acknowledgments and compliments to Vidmaster and his team. I'm hooked! I have noticed more than a few typos, unnecessarily-long silences between messages and events (that made me wonder if a critical event wasn't firing), or asynchronous message and event timings (due in some instances for the time it takes sim-speech to read the messages out) that show that a bit of polish could be applied, but the story itself is wonderful and compelling.
Thanks a lot but nowadays, I am mostly ashamed by this work of mine. I wrote this while I was 16 with my rather limited middle school English (I am not a native speaker) and absolutely zero tool support (like a spell checker).
In my humble modern opinion, I managed to get some good ideas in there (both plot- and game-design-wise) and thus these campaigns certainly shows that my younger self had lots of potential, but half-a-life later I can only see the flaws and bugs. Like the Poseidon-mission, which is honestly just broken.
Anyway, it was a valuable learning experience and it also was my very first public release of anything with a sizable audience that played it.
Every two years or something, I wonder if I should return to Freespace and do something in that engine again. Like the project Freespace Saga which has been in my head for about 8 years now... but I lack the time, given my other projects.
due in some instances for the time it takes sim-speech to read the messages outIt was never playtested with sim-speech since voice-acting was on the table. I actually got about 65% of it voice-acted by really good and nice actors but eventually gave up when I went to university. A real shame, actually, but that is life.