

This isn't unusual but it's a reality that's often forgotten when we look back. It was known very well internally that Prey was not going to make a release in 1998 and wasn't expected to be released in 1999 either, and while there had been plenty of work towards the engine during 1998 most of what had been shown of the "game" were simply just created for the purpose of demonstrating the engine. I'll quickly hop through some points below so you guys know what's up. I've learnt a lot about Prey's state from 1997 up until the end of 1998, and plenty of the highs and lows about its reality. It's been a year since I created this thread and plenty has happened. I'm sure many people also know already that a lot of the ideas survived in the final game however a lot of the artwork that was created also managed to make its way into the final game as wellĪlso for now I'm giving up on the source-code and will focus on getting the content out instead. The engine itself was heavily revised numerous times and Prey eventually made use of a heavily modified version of UnrealScript near the end of its development after 3D Realms licensed the Unreal engine.


PreyOS itself never existed and was just a buzz word created by Paul, and the engine itself was apparently referred to as PreyTech (according to a magazine from early 1998) however it could be considered that PreyOS is in fact another name for the engine. In other words if anyone has anything they wish to ask then let me know and I'll ask him
Prey for mac game code#
As to the code, they may have backups but seriously that code was dumped and restarted so many different times that by now, it's just a mish mash of stuff that probably no one wants to go through.Īny other questions feel free to ask. Most if the artwork I did was taken and redone to support the current hardware in that we have higher resolution graphic cards now than we had then. Maybe because it's a "been there done that" sort of thing.Īnyway those are just my personal thoughts on Prey 2, I'm not trying to start a debate on it or anything but overall if you want to save any of that then you'll have to wait a few years and contact someone at Human Head about it I feel it's bowing down to the new trend of playing it safe and not really introducing anything especially new or at least for me anyway and just the idea of playing as a bounty hunter somewhat annoys me anyway. Well done guys), and on top of that due to the fact it all takes place in a futuristic city it's unlikely for any real progression or "diversity" in the games environment. Personally I don't see it as a true sequel to Prey, it's clearly taking an "inspired" idea from another game and thus losing some of the innovation that Prey really strived for (in fact the most innovative things the final Prey added have been completely thrown out rather than expanded upon. I'd leave that to someone who is actually interested in Prey 2. I remember reading in an old magazine article that back then Talon Brave was to have some magical powers? There are very few screenshots of Preditor, most of them being from 1997 and it seems the only screenshot that was released showing the editor in 1998 was this:ĭoes a larger version of this screenshot or any other screenshots exist anymore? Back in 1998/1997 a popular idea a lot of developers were talking about was being able to quickly switch from one multiplayer server to another just by walking through a portal or a hub map, did "multiprey" have anything like this? How did portals come into play in "multiprey"? From what I've heard there were internal tests of "multiprey" going on in 1998, how close was it to being playable?

Very little was said about what weapons or items the player would use in the game. Did this happen? And if so how flexible was it? I've read somewhere that it was being considered that Prey was to use its own scripting language for some of the game-logic or entities. Compared to say Worldcraft/Hammer, how did Preditor compare? Was it easier to use? By the looks of things lighting was also calculated through "static" portals too?
