Ultima IX: Redemption Production Halted
Many thanks to William Clarke for bringing this to our attention. The Titans of Ether recently updated Ultima IX: Redemption website…sadly, not with good news:
Hello Guys and Gals,
As you have apparently seen, we’ve gone into one of our silent spells in terms of updating the community with news about our project. The truth of the matter is that for a while now we’ve been having a discussion amongst ourselves about what to tell the community. After this chat, we have come to the conclusion that it is fairest to you and to ourselves to tell you more about what’s been up with us as of late. We appreciate and admire how much you’ve stuck by us over the years, and you are a large part of why Redemption has come as far as it did. I’m going to sum up some parts briefly, but the following is the end result of our discussion:
As you may know, we had “recently” decided to scrap our previous party system in favor of a new system…We also decided to plod along without waiting for the gang at OpenMW (led by our very own Zini) to finish up their work. Tragically, due to technical issues, we have found that this is tedious at best, and impossible at worst. For those that have used the CS, I’m sure you have some idea what we’re talking about. For those that have not, let me sum it up in two words: it sucks. Frequent crashes and tedium of use were initially to be addressed by OpenMW (or so we thought).
But as you may also recall from our earlier posts, further delays in production on an already unstable team would not be ideal for our longterm health or for getting the best possible product out there. The team has been working for years and has overcome a large amount of hiccups, many of which may have canned professional projects. But to drag your feet and halfheartedly finish something is also not what gets a product out there. And it would not be something we were proud of, therefore not an option.
With all this in mind, we have sadly decided that Redemption is as of this writing on hold.
This means that we are halting production. This however, does NOT mean that this is the end of us. We have every intention of staying together as a team and getting a finished project out there. We are also considering a number of future options, including a possible switch to the Unity Engine, which would mean our resultant project could be something a tad different…
As always, thank you so much for sticking by us all these years. It means more to all of us and to me personally than you know. We hope to have more updates in the coming weeks.
Best Wishes,
Jacar
That’s unfortunate to hear, is it not? Hopefully the team are able to rally, possibly around a new engine and in the near future.
Well that’s shitty. 🙁 The graveyard’s getting bigger than the village these days.
Awe, this is the one I wanted to see the most come to fruition. Well, good luck to you in the future.
Disappointing, but so long as you finish it in my (and hopefully all the Dragon’s) lifetime, it’s all good. Now I’ll have to root for OpenMW’s completion, mainly cause I’m still rooting for the Redemption. Thanks for all you’ve done so far.
Thank you for posting this,
I just wanted to get this out there so that people can see it and get behind the team, so we can finally have a decent ending to the Ultima series!
To Corv and the team,
I would like to thank you all for your effort and hard work over the past ten years, but PLEASE don’t let this be then end.
Thank You
William Clarke (Hellfire)
Do it in the Divinity: Original Sin editor?
Switching to Unity may be for the best. It’s an engine that can be easily deployed to all kinds of platforms, and since it uses C# and/or Javascript as its primary development languages, rapid development is the name of the game. I’m sure it would suck to start over from scratch like that though.
This is a project that seems to go back to the drawing board frequently throughout its history, which stretches back a good 11 years if I recall.
If you’re going to start with a completely new engine at this point, you could possibly move to Skyrim, if for no other reason than you can probably migrate your landmass and part of the mod over rather than recreating it all from scratch.
I know the Skywind project used a tool to convert the Morrowind master files so that you can load them in Skyrim.