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I suppose you Would want to know Status...
Well, fair enough, I suppose I can help a bit with that. As I said In my Last Report, We're in the Drudge work stage of the project. We're going through, one scene, one act, at a time, to get the job done. This aren't going to change much from month to month, but I'll try to keep you posted.

Design/Writing

As you've learned from previous reports, the writing for the SQ7 project has been done in several phases, First, the Plot document, then Room Descriptions, and puzzles, then Click Events and Vocal Scripting. Since the last report, we've finished 2/3 of the second phase, and made progress on the third. We're very pleased that the project should have a strong, cohesive, and fun plotline.

Art

We've made reasonable progress in the Art department. While we have been short staffed, The project has recently begun work with two new 3d artists, each of which offers great promise. Our existing staff have been hard at work, revamping old models, and creating new ones. The hardest problem with art is finding people who not only can work within our visual style, but who can put in the time and effort needed to help over a long period of time

Coding

Our coding gurus have been at work, furthering development of our in-house tools, such as a tool to allow in-game cinematics within the AGAST engine, a clickevent editor, arcade sequences, and, of course, actual SQ7 code ;)

As I've said before, I'm proud to be working with this team. I know that together, we can pull off one of the greatest fan projects to date. We have the privilege of releasing when we are done, and not worrying about Q205, or the fights between publishers. I assure the fans that we will do whatever we can to release a good game, worthy of the series.

Colin Davis
SQ7.org
June 15th, 2003

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