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Developer Of Salvation Prophecy Answers Fan Questions

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Sean Lindskog of Firedance Games recently took the time to answer a variety of fan questions on the Desura profile page for his game Salvation Prophecy. Included here is an organized review of what he had to say.

One of the more ambitious Indie games released on Desura for Linux over the past year was Salvation Prophecy, a space epic that mixes the genres of shooter, role-playing, strategy, and flight combat simulator. Recently approved by Steam's Greenlight feature, the game is now poised to be exposed to an even larger amount of gamers.

On the subject of expanding the game:

Question by player Gregory Friis:
QuoteI played Salvation Prophecy around the time it was released. It was a really unique and intriguing experience that stuck with me. I keep thinking about it from time to time. But I really want the game to be so much more than it was. It feels like it was a very ambitious project, but that its scope had to be cut down to get into a releasable state. As a software developer, I understand how that is. As a fan, I really wish the game had lived up to its full potential. I don't suppose there are any plans for a sequel or expansion any time soon?


Answer by developer Sean Lindskog:
QuoteYou're right, there were certain constraints I needed to work within because of the small budget and manpower available to me. I am very interested in doing a sequel or expansion. But it all depends on how well the game sells. Now that the game has finally been greenlit for sale on Steam, this should be something I find out in the coming months. Desura and the other distributors I've worked with up until now are great. But Steam's giant userbase is critical for a pc game to be successful.


On making an expansion rather than a sequel:

Suggestion by player megaflux:
Quotego with expansion. seriously, we miss them. so sick of day 1 dlc and then little trash dlcs coming out every 2 months until i completely lose interest in ever playing the game again because i know its just a matter of time before yet another dlc is released.

if you go with expansion you get to use the framework you have already made and REALLY flesh it out, it HAS to be a huge advantage from a productivity standpoint.you can add systems that had to get cut back in, you can simply alter models to create new models, and you can polish the hell out of gameplay elements already there.

a sequel im 90% certain will get a lukewarm reception since it doesn't feel like the first game ever really matured.


Answer by developer Sean Lindskog:
QuoteI hear what you're saying, megaflux. I learned a ton, both design and technically, from making Salvation Prophecy. It is an unusual combination of space sim / shooter / action-RPG / strategy, and getting the pieces to fit together just right was a huge challenge. There weren't many other similar games to model the design after.

There's a few design aspects I think I could nail better the second time around. Agreed, there are a bunch of core components I could reuse and expand on. But there are also a few baseline design decisions I'd like to change as well. Also, I'd love to do a much bigger universe, and include much better modding support.

Either way, if I am in a financial position to keep working on big complicated space epics, it won't be to add piddly little DLCs.


On the relevance of game manuals:

Comment by player Xavier M:
QuoteGame instructions are missing these days... This one you provide is great! Detailed and to the point as expected.


Reply by developer Sean Lindskog:
QuoteGame manuals are old skool. But I like 'em too.

These days, you should design games so they can just be picked up and played. But a manual is great for those who want a more in-depth view into how things work. Or who prefer preparing ahead of time, rather than jumping in and learning "trial by fire" style.


Comment by player megaflux:
Quotethat sounds like something people would learn in video game school "design games so they can be picked up and played". fact of the matter is those schools are the problem because all they are teaching anyone to do is make the same exact games as everyone else. from a design standpoint it works for overly simplistic games that appeal to pop gamers only. i think most people who play indie games LIKE a certain amount of thought behind their games though, which only a manual can provide.

plus i miss the days of reading the manual while mom drove home from the game store.


Reply by developer Sean Lindskog:
QuoteI hear you. And don't get me wrong - I like complex games, and unusual games that don't rehash the same gameplay. Still, I think anything that can be taught in a manual can also be taught in-game through a tutorial, hints, and in-game help. But manuals can be great too, for people who like to learn a game that way. I too remember hungrily digging into manuals for a new game purchase. That's why I provided both - it works good for different sorts of folks who learn in different ways.


On getting approved by Steam Greenlight:

Comment by developer Sean Lindskog:
QuoteIt was very exciting to finally make it. But you Desura folks are extra cool for playing the game before it launched on Steam.


I for one would like to thank Sean for finding the time to make such in-depth answers to fan questions, and wish him the best of luck in his future endeavours, whatever they may prove to be.
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The comments on this article are closed.
SteamPenguin 1 October 2013 at 8:43 pm UTC
Love this game, asked the dev to give Liam a free copy, thought Liam would have done a video on it.
scaine 1 October 2013 at 9:37 pm UTC
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  • Contributing Editor
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Just watched their trailer on Desura - it looks absolutely stunning! Now do I buy it on Desura, or wait for it on Steam...
Lord Avallon 2 October 2013 at 2:45 am UTC
This game caught my attention since I read about it some time ago, I really like this mix of genres, the graphics are very beautiful and the videos make me think it is a fun experience!
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