So I've been wanting to do this for a while (A little late, I know <.<), and just before you start saying, no, this Q&A has nothing to do with any technicalities involving the Rescue mission update; rather, it involves getting an insight on the development process for the update itself. By this, I mean the decision making process for certain key aspects of the game, such as characters and setting, and if there were any iterations, scrapping, and so on.
Hence, I'm gonna sorta act like a reporter and shoot the devs a couple of questions with answer that may not be obvious, and it's up to them decide how to answer, if they want to answer any of them at all. Also, bare note there may be a few minor spoilers for those who have yet to replay the rescue camp.
So here goes
1. Rhendon is certainly an interesting addition to the cast of unique NPCs that have been added to SK in recent months, as he's probably the only one that tags along with you for a short while in the game. He's certainly fitted to appear as a friendly veteran willing to help out recruits and act as a tutorial. What art decisions brought about this appearance of his? Were there various iterations, or did you just land on one and go with until polished to a mirror shine?
2. A similar question could be said about Schemer Razwog, although I feel that's a bit more obvious than Rhendon for some reason?
3. How was the plot for the new rescue camp storyline made and how long had it been in the pipeline? Had it been pre-planned months before, even before the first batches of missions were out, or had it been hatched only within a few weeks of the update? How did it develop?
4. The 'artifact' you obtain from Razwog has a much more different appearance than the one I saw on the test server? Was the previous appearance scrapped before the launch or did you have yet to add the intended artwork?
5. Before the rescue camp update, the only mission within SK to have any non-interactive cut scenes in it (Aside from Vanaduke) was The Silent Legion; a well received mission by the community. Considering this, I'm curious to know if that particular mission was used as a spring board for the making of the cut scenes in the Rescue camp missions?
6. Lastly, and this is a slightly off topic, but following the previous question, this update certainly has a nice mix of interactive and non-interactive cut scenes; as well as proper artwork in aiding in the "show-don't-tell" method. Combined with the fact that the GMs use crowbars as ban hammers, I have to ask if this is all but a subtle nod to the design philosophy of the Half-life series?
That's it for now. Hope there aren't any issues with these questions.
TL;DR version: Rhendon's an !@$