i am
allergic to cats
i now remember :D
but i love my fur child no less
seen from Romania

seen from India
seen from United States
seen from United States
seen from China
seen from Russia
seen from South Korea
seen from United States

seen from United States
seen from China
seen from United States

seen from United States
seen from Netherlands
seen from Germany

seen from Malaysia
seen from United States

seen from United States
seen from Germany
seen from United States
seen from Germany
i am
allergic to cats
i now remember :D
but i love my fur child no less
David Allen: My Week at Quest Online
David Allen, formerly of Quest Online, and creator of the MMOG game Alganon was recently asked a goofy question....
What was your best week while at Quest Online / QOL? Worst? Funniest?
David Allen: It’s hard to say, as the weeks at Quest Online can get kind of blurred over time. There’s great memories of the Prototype, the Alpha and Beta releases. Getting MyAlganon up and running, getting the core game functional. Ranged and Magic combat. Character progression. The auto-build system. The new "World Editor" releases were always a great thing. Releasing Alganon in December of 2009 was also a great event for all involved.
I remember Greg’s eyes lighting up like a kid when either I visited him or he visited me and I showed off the latest build. Running through Asheran for the first time, or seeing the undead attack Greenvale. That was a blast.
Experiencing it all come together was really the best reward and the best times while at Quest Online. Feeling the starter areas come together, watching the races and their animations, textures, and overall sound and appearance get refined. All of it is candy to those who love to create things.
As far as worst, we had many challenges while at Quest Online and while developing Alganon – with development, securing publishers, and capital. Most of the problems revolved around financial limitations. The rest were pale in comparison. We had very few personnel issues which were solved, but for the most part all team members were highly dedicated to the game and the company.