![]() ![]() December - Owing to burn-out and little progress, developers begin leaving 3D Realms for new jobs and greener pastures.Broussard encourages everyone to download a few demos for the engine to demonstrate what it is capable of doing. September 27th - The physics engine Meqon is announced to be used in Forever.? - Scott Miller, seeing the game was in deep trouble, gets in contact with Digital Extremes so they can to help finish the game, everyone was in favor except many at 3D Realms.December 18 - Lapin states that he was told by 3D Realms they expected the game to ship in the end of 2004 or the beginning of 2005.May 29th - Jeffrey Lapin, the then CEO of Take-Two Interactive, states that the game won't release by the end of the year, George Broussard responds with a post on Shacknews saying that "Take2 needs to STFU IMO.".April 1st - The source code of Duke Nukem 3D and a "port" of the game for the Atari 2600 is released to compensate for the lack of Forever.February - Take-Two announces that it taking a $14.5 million write-down $5.5 million of it being thanks to Duke Nukem Forever.? - According to a former employee, there were only 18 people working on Forever this year.? - Broussard decides that a winter level should be in Forever after playing The Thing, no such level made the final cut.October 26th - Compiled date of the second leaked 2001 build.September 13th - 3D Realms and Mark Rein of Epic Games sign a letter allowing the use of Unreal and Unreal Tournament levels in Duke Nukem Forever as deathmatch levels.August 21th - Compiled date of the first leaked 2001 build.August - Parent company Take-Two Interactive closes GODGames' Texas offices and moves them to New York.It includes a tribute to Myres and the infamous quote, "When It's Done." May 17th - A new trailer is shown at E3.GODGames announces his death the following day. May 3rd - Douglas Wayne Myres Jr., one of the co-founders of Gathering of Developers, passes away from an asthma attack.December - Dallas-based Gathering of Developers (GODGames) is given publishing rights from GT Interactive.November - 10 screenshots of the game now in Unreal Engine are released.August 23rd - The album, Duke Nukem: Music to Score By is released, containing Megabeth's unused cover of Grabbag.This cover wouldn't end up in the final game. March 5th - 3D Realms reveals that the band Megabeth will perform the main theme of Forever, Grabbag.June 15th - 3D Realms scraps the game and switches from the Quake II engine to the Unreal Engine, due to the latter having an easier time at rendering wide-open spaces. ![]() May 28th - The game is shown off at E3, little shown would appear in later builds.December - 3D Realms switches the game to the (now completed) Quake II engine.September - The first screenshot of the game is released.April 28th - The Quake engine iteration of the game is announced by 3D Realms, with GT Interactive set to be the publisher and a planned release date of mid-1998.? - The 2D platformer iteration of the game is scrapped due to the huge popularity of Duke Nukem 3D, and the game restarts development as a proper successor to Duke Nukem 3D.November 8th - Compiled date of the forth and last of the leaked 1996 builds.October 24th - Compiled date of the third leaked 1996 build.October 21st - Compiled date of the second leaked 1996 build.October 8th - Compiled date of the first and earliest of the leaked 1996 builds.September 7th - Joe Siegler on Usenet, announces that 3D Realms is working on a new a new side-scroller and namedrops Duke Nukem Forever.? - Duke Nukem Forever (stylized as Duke Nukem 4 Eva) enters development as a 2D platformer going back to Duke’s original roots.January 29th - Duke Nukem 3D's shareware version releases, no earlier then this 3D Realms asks Darrin and Peter to change their platformer into Duke Nukem 4 to leverage hype.1995 - During the development of Duke Nukem 3D, George Broussard, Forever's future lead project manager watches Batman Forever and decides that a sequel to Duke 3D should use "forever" as a subtitle.June 1994 - Hurd receives a contract from Apogee to continue working full-time on the platformer game.Early 1994 - New Zealand-based developer Darrin Hurd and his friend Peter begin work on a Prince of Persia-like side-scrolling platformer for Apogee Software Productions (Who would later adopt the name 3D Realms by the release of Duke Nukem 3D.Summarized Development Timeline 1994-1995 ![]()
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