I'm still here, but unfortunately, I'm very busy right now. I'm gone for
work 12 hours each day, have 4 hours of "free" time each evening, and then 8
hours of sleep (if I'm lucky). Right now, this looks like it won't change
for about a year (but at least it's good money).
Yes, the PalmOS port wasn't really "started" and thus cannot have stopped
either. All I have are my ideas put on paper, which I tend to add to
whenever I think of something. I know I said I would try to schedule
development time this summer, but I worked instead, and as I mentioned,
right now it looks like that work will continue for at least 12 more months.
It would be great if the sources for The Dungeon would be released, but such
a project wouldn't be for me. I still want to write an AR from scratch, and
yes, I think I know what that means.
If Eli Curtz or Jon Kelley would like to talk about AR development, I'd
happily do so, but preferably over ICQ during CET daytime (I don't have a
proper internet connection at home, and mail often tends to pile up, and
then get sloppy responses, sorry). My ICQ number is 299916.
And regardnig the FTP archive, the BeOS harddrive my backup resided on is in
my warderobe right now, without a computer. So that will unfortunately have
to wait a little longer to be restored. Sorry for the inconvenience.
Sincerely, Robert Hagenstrom
PS. Regarding using the Peroxide engine for an AR port... my guess would be
that development time for that would not be below 3 years, while a
GBA/PalmOS port could probably be done in at least half that time. However,
an AR port using the World of Warcraft engine would be nice. I think
Blizzard is the first and only company who has successfully made the
transition from 2D to 3D without having to change their graphical style;
their games still look the same (great) and they still let their 2D artists
shine through in both textures, colors and lighting.