10pm - 2003, All Hallows Eve

I'm just about to zip up the full release of Diver Down and present it to the public. It was 5 years ago that I was surfing online for Phantasy Star stuff and stumbled upon verge. Within a few months I had released a demo that was fairly well received. That was the last time I released anything for this game, until now, the five year anniversary of Diver Down development.

I know what you're thinking, "5 YEARS?!?" Yup, it's been a long time. Diver Down has always been very serious to me but it was still a hobby, and I still had plenty of other things to do. Going out was always high on the list, living in Miami and all. Throughout the periods of inactivity I managed to squeeze more code out, and slowly the project grew.

I have a few people to thank for this. Two artists joined the team and it was impossible to realize at the time how lucky I was. Throughout the long period of development we always stayed (mostly) in contact because both these guys were committed to the project.

Metro offered his help to me and I was immediately blown away by his art. Not only did an artist finally offer their help on the project, but he had a distinct style that suited the game. It wasn't long before he redid all my art cels and worked further on others. Many of the portraits and tiles in the game benefitted greatly from his hand. I trusted Metro's skill so much that I had no problem giving him creative control - everything he's drawn has bettered the project and I was never disappointed. Also, finally having someone helping me meant that this was more than the solo project it had been. Now Diver Down was a team endeavor and that alone helped drive the project forward. I can honestly say that this game may never have been finished if it wasn't for Metro's influence. Thanks, man.

I talked to Arias for the first time after he reviewed the demo. He offered to help out with smaller art tasks and showed me some samples. I liked his stuff a lot but I have to admit it didn't floor me at first. Arias is a very modest guy who'll continually downplay his art skills but to see his development from then to now is nothing short of great. His latest works have been so much better than his older art that he's replaced a few of them a couple times. I also have to say, as busy as he's been lately, he's come through in the clutch for the team and produced a lot of the art that was needed to close up this project and get it released. I'd still be waiting if he wasn't such a dedicated guy. Thanks.

I gotta thank vecna for creating the verge GCE in the first place. The only code I knew before this was html, and now I'm turning away from this little project and looking to join the game designer big leagues. He helped me find something I was good at and liked at the same time. Aen did a LOT to further the engine in v2 and helped me whenever he could. And theSpeedBump always took the time and helped push verge to the next level.

So now when all is said and done, this is what I got. A demo that I'll always be proud of. The first ever complete verge2 rpg. A labor of love that I'll greatly miss working on. If only a fraction of the joy this game means to me reaches you then it will be a success.

Have fun,
grenideer    <delvedeeper@grenideer.com>