This site originally started back on December 8, 2008!
This site originally started back on December 8, 2008!
This site originally started back on December 8, 2008!
Join Lori and Corey Cole, award-winning game designers of the Quest for Glory game series, Castle of Dr. Brain, Shannara, Mixed-Up Fairy Tales, and Hero-U: Rogue to Redemption in a new Hero-U story adventure.Page Summer Daze en françaisSummer Daze Seite auf DeutschPágina de Summer Daze en español
Summer Daze at Hero-U is a light-hearted interactive tale of friendship, fun, and folly suitable for all ages. It’s up to you to save the upcoming Harvest Festival at Hero University from imminent disaster… or make it even worse! Will you forge life-long friendships? It all depends on how you play the game.
With a diverse cast, and narrative-driven gameplay, Summer Daze is part visual novel, part adventure game, and a dash of “light RPG” for everyone who enjoys great storytelling. New players will enjoy the simple point-and-click interactions and lighthearted humor. More experienced players will dig into the nuanced puzzles and masterful game design by two of the most acclaimed game designers.
“Summer Daze at Hero-U is a new direction for us. We’ve crystallized the story and characters into a fast-paced illustrated adventure that can be played anywhere.” – Corey ColePlay day 1 of Tilly’s story
The best way to learn about Summer Daze at Hero-U is to try our playable demo. You can download it now from itch.io at https://transolar-games.itch.io/summer-daze. You’ll be able to play the full first day of Tilly’s game.
NOTE: Anything in this demo is subject to change in the full game. That may include editing, adding more player choices, and additional art, animation, music, etc.
Summer Daze is an interactive story game that changes through your choices. You play as the studious Wizard Ifeyo or the mischievous Rogue Tilly. Your choices will help you make friends, have exciting adventures, and help the Harvest Festival succeed (or fail gloriously).
This is a dialogue-driven point-and-click game with choice menus and an interactive game map. The focus is on the story and characters. There is no “hunt the pixel,” juggling dozens of inventory items, or getting lost in a maze. It’s a purer, more focused form of adventure game play.
Try out the free gameplay demo. Players of all ages have praised the intuitive game controls and gentle sense of humor in Summer Daze at Hero-U.
Corey and Lori Cole, the husband and wife team behind Transolar Games, have designed many great games including the Quest for Glory series, Castle of Dr. Brain, and Hero-U: Rogue to Redemption. With the support of their talented development teams and devoted fans, they continue to create role-playing, adventure, and story-telling games full of lore, mystery, wonder, and beauty.
Lead developer Cidney Hamilton wrote e-commerce and enterprise software before joining the development team for Hero-U: Rogue to Redemption. She does gameplay scripting, web infrastructure, playtest coordination, UI design, and systems programming. Cidney is also a major contributor to Archive of Our Own, which won this year’s prestigious Hugo Award for Best Related Work to science fiction & fantasy.
Our lead artist is the extraordinarily-talented John Paul Selwood. “JP” was a key artist on Hero-U: Rogue to Redemption. He has also created backgrounds and character art for Mage’s Initiation: Reign of the Elements, and other games from Himalaya Studios, Tierra Entertainment, and Crystal Shard.
Character designer and animator Al Eufrasio created animation art for Hero-U: Rogue to Redemption. He is also known for his contributions to Sierra games such as Torin’s Passage, Space Quest 6, The Realm, Leisure Suit Larry: Love for Sail, and many others.
New to the team is composer and musician Brandon Blume. Brandon composed the soundtrack for Mage’s Initiation. His previous work includes soundtracks for AGD Interactive on several Sierra game remakes.
Here’s a project expense breakdown assuming we make just above our minimum goal at $100,000:
We’ve been working on Summer Daze at Hero-U for over a year. Kickstarter funds will mainly be devoted to current and future operations, in addition to repaying some of our expenses to date.
The percentages will shift to some extent if this campaign earns enough for us to reach stretch goals. I’ll adjust this breakdown as the campaign progresses.
Some potential stretch goal upgrades might include:
We could miss the delivery estimate. Our policy is to keep working on a game until it’s ready. We had to add years to the schedules of two of our previous projects to get them right. However, we’ve developed seven other games within a few months of the original estimate. Every game project is unpredictable, but we have never failed to deliver a game we promised; some just took longer than others.
Another potential challenge is that we rely heavily on every member of our team. If illness or accident affects our writers, programmers, or artists, that could add a substantial amount of time to the schedule.
We’ve sought to prevent some of these challenges by putting a full year of development into the game prior to bringing it to Kickstarter. In contrast, our previous project was still in an early concept stage when we sought crowdfunding for it. We believe we’ve scheduled Summer Daze conservatively.
If this campaign is wildly successful, fulfilling stretch goals and managing the player community may add additional delays to the schedule. We want to keep our players and backers happy, and sometimes that can take time away from game development.Learn about accountability on Kickstarter Questions about this project? Check out the FAQ
Scott McAfee took these pictures and shared them!
It’s July 2019, exactly one year since we released Hero-U: Rogue to Redemption. Since then we’ve updated it with five patches, fixing bugs and adding features. Back in the Quest for Glory days at Sierra, the project would be considered long gone, and we would be close to releasing the next game.
We’ve recently uploaded part 1 of the Art of Hero-U to BackerKit for premium backers. Once the art book is done, we’ll be selling it, along with the soundtrack and bestiary, on Steam and the Hero-U website.
Celebration at Hero-U
There was one major exception – Quest for Glory IV: Shadows of Darkness. That’s a game we were still working on a year past the original release. One of the reasons for that was that we (at management’s behest) pushed the game out the door long before it was ready, so it needed more than a few patches.
To be fair, that wasn’t strictly Sierra management’s fault. Lori and I were back working together for the first time since Quest for Glory II: Trial By Fire, and we got over-ambitious with QGIV. We wanted to create a richer story, and most challenging puzzles, than in any previous Sierra game. The other major delay is that the systems group was developing a new version of SCI, which left our team unable to test their work for several months. Without, of course, any additional time added to our deadline.
Previously there was an unwritten rule at Sierra that a game project should take under a year, start to finish. When the games were drawn on a computer screen in 16 colors at 320×200 resolution, that was possible and treated as normal. It was still a major challenge every time, especially when we added RPG features to Sierra’s graphic adventure game formula.
With painted full-color artwork and animation at higher resolutions, film-quality soundtracks, and ever more ambitious game designs, one year wasn’t enough time to get a game right. That certainly proved to be the case for QGIV, which went out the door with insufficient testing and many known problems.
To Sierra’s credit, they made up for that launch mistake by assigning a programmer – Kevin Ray – to fix most of the game bugs for a major re-release. Of course, fixing bugs doesn’t make much of a selling point, so we also got the opportunity – for our first time at Sierra – to go into the studio and add professional voice acting to the game. The white box version of Shadows of Darkness went from our buggiest Quest for Glory release to one of the best.
We took a number of lessons from the near-disaster of the Quest for Glory IV release. One was that you can’t put a time limit on quality assurance and testing for a game. It will be ready when it’s done. On Hero-U: Rogue to Redemption, that meant the alpha and beta testing phases took as long as the entire development and testing of Hero’s Quest. In fact, it took about as much time as I originally estimated developing and testing the game would take together. Oops.
We also decided that “done is not done.” We had to release the game before we ran out of money to pay developers, but we didn’t have to stop development there. The nice thing about today’s connected world is that we can patch and improve a game without worrying about how to get the new versions to players. That’s why we’ve made five updates to the game so far.
Just A Minor Bug?
Everywhere. Hero-U: Rogue to Redemption is on every continent and dozens (possibly hundreds) of countries. But so far the game is only available in English.
We are currently working on three language translations and localizations – French, German, and Simplified Chinese. If these are successful, we’ll look into additional translations – Spanish, Italian, Russian, Japanese, and Korean are all possibilities, but are currently well outside our budget.
If you are fluent in German, French, or Chinese, and would like to help us verify and improve the translated versions, please click on “Corey Cole” and use the “Contact Me” button to send us a message with your qualifications and interest. We want to make sure Hero-U is equally fun in any language.
We expect to start testing the localized versions this Fall – late September to early November, most likely.
Next week – July 17-21, 2019 – we’ll be at Comic-con in San Diego along with our publicist, Roberta Vaughan, musician Paul Korman, and our business guy, Michael Cole and his wife. We won’t be showing our games there, but we’ve love to meet any of our backers who are attending SDCC or will just be in the area. Again, use the Contact Me button and provide some contact details if you will be there.
The following month, we’ll all be up at PAX in Seattle. This time we’ll have space in the Indie Megabooth to show off Summer Daze at Hero-U and the latest patch to Rogue to Redemption. We’ll also hand out stickers, postcards, and other swag, and will sell and autograph Hero-U: Rogue to Redemption boxes. The convention runs from August 30 to Sept. 2, 2019. It will feature lots of great indie games in addition to ours.
Then it will be time (late September to October) to Kickstart Summer Daze at Hero-U! This time, we’ll present a game that is well along in production – the first two days of one of the stories are already fully playable. We hope many of you will consider backing Summer Daze to help us finish and market it in style.
Corey and Lori are on Patreon at https://www.patreon.com/coreyloricole. That’s a great place to learn more about us and our work, and to help us keep doing it. Many posts are open to all visitors; a few require becoming a patron.
We’re active on Facebook at https://www.facebook.com/TheSchoolForHeroes. We also each have a personal Facebook page. Lori’s is https://www.facebook.com/lori.cole.948, and Corey’s is https://www.facebook.com/corey.cole.792. Warning – We can be unabashedly progressive on our personal pages. You might or might not like every opinion we post there. But Lori’s page is the only place she is posting a photograph or artwork every day.
We also have an active Discord server for Transolar Games backers and fans (including Hero-U, Quest for Glory, and our other work). Use this link to join us there: https://discord.gg/WA5navb. Several team members pop in from time to time, but the discussions are great whether or not we’re there.
School Grounds In Summer Daze at Hero-U
Hey everyone! We have some new stuff to show you all for SpaceVenture. First up, the artwork for the SpaceVenture game box is complete and we are going to be placing the order for them very soon. We are buying enough for all the backers that backed at a high enough level to receive one and some extra that will be sold in the Guys From Andromeda store. Those will go on sale once the game is out.
Mark got a reference box from the company that is printing them. Have a look below!
The back of the box was not complete when the reference box came, but here is a look at what the back will look like:
We put together some images of scenes that happen towards the end of the game for you all. Here is an image of Office Quicksilver after he has pulled Ace over.
Last time we showed you a Quicksilver video, we had “Bad to the Bone” playing in the background. We’ve created a parody of it for you all to check out. This is a video cutscene featuring our parody “Bad to the Chrome”. Lyrics were written by Mark Crowe. The song was performed by Jason Charles Miller. Check out the interview with Jason below as well!https://youtu.be/Wv1xFEYxB_c
The text was blurred due to plot spoilers.
The text was blurred due to plot spoilers.
If you’ve been living under an asteroid and haven’t heard, Lori and Corey Cole(makers of the Quest for Glory series) have released their new game, “Hero U”. If you haven’t already checked it out, you should! It’s getting great reviews!
Here are some links of interest: Hero U Website: http://www.hero-u.com/
Scott Murphy tweeted an update in regards to his health issues:
Hey there, all. Sorry I haven’t been around here for a bit. Oddly, the side effects from radiation treatment that I was supposed to experience weeks ago finally hunted me down. Each day since the end of my radiation treatments, I’ve felt a little worse. I don’t mean to complain. It could have been a lot worse, and a lot longer. The fatigue drains everything you have. And it made me incredibly mean. Really, really fucking mean. And it’s not all gone. I think it is but then – mean. Aside from having little energy I feel like it further sapped my intellect, as if there’s any sparable quantity. But I was so f#$king mean. Those two things kept me from posting. I mean really mean. I didn’t break anything. That’s amazing.
I wanted to get on here though and give you all an update. You’ve all been incredibly supportive and that’s helped me. I feel like I’m headed in the right direction again. My sense of well-being is spending more time in the positive zone, so that’s a good thing. I’ll be trying to get caught up. I have lots to do that’s fallen behind in hour-to-hour and day-to-day life system things as well as lots of communication. I hope everyone’s had a good weekend. More later.
We’re doing a livestream tonight (May 4, 2019) on YouTube starting at 6 pm PDT (3 a.m. UTC on May 5) and ending at midnight (9 a.m. UTC). Corey and Lori will play partway through Quest for Glory III: Wages of War (aka Seekers of the Lost City) and answer questions. Roberta Vaughan is hosting and will be running contests and giving away several amazing prizes donated by Himalaya Studios, artists, and the Coles.May the Fourth Be With… Lori and Corey Cole
The stream is supposed to be at https://www.youtube.com/watch?v=SJLMIcRLZWw. If you don’t find it there, find the Hero-U: Rogue to Redemption channel on YouTube and look for the livestream there. We’ll also be saving the entire livestream as a video so you can watch it later. Subscribe to the channel to keep up with all of our YouTube content posts.
While you’re at it, subscribe to our Facebook page – https://www.facebook.com/TheSchoolForHeroes/ – to keep up with Hero-U projects including next year’s Summer Daze at Hero-U.
We’ve also created a Discord server for discussion of our games and related topics. Join us at https://discord.gg/Z7dp47M. This will be our main discussion forum in the future.
Finally, after many requests, Corey and Lori have set up a Patreon page for fans who would like to help us afford to continue making games. We’ll be posting a lot of unique content there including comics and articles from our 1980’s fantasy gaming newsletter, The Spell Book. We’ll also include articles from Corey and Lori’s Quest Blog on the original School for Heroes website as well as new articles, artwork, and art photography.
The Patreon page is https://www.patreon.com/coreyloricole . Our tiers are $2/month, which will get you most of the Patreon material and access to a special Discord channel for patrons, and $10/month, which will also include a new desktop wallpaper each month and occasional special rewards.
It was 20 years ago today, February 22nd, that Sierra On-line had officially shut down it’s doors in Oakhurst (California), laid off 150 of their employees, and those that were not laid off, and the other one third, were offered a position in the new Bellevue (Washington) office. This was all done by the new owners of Sierra On-line at the time, Havas, which had just purchase Sierra On-line from CUC software.
Ken Williams, former owner of Sierra On-Line had sent this letter to his (former) employees:
Dear former Sierra employees,
Roberta and I wish to express our deepest sympathies for the recent loss of your jobs. Hopefully, it will not be long before you resume work at Sierra in Seattle, or at some other company… in Oakhurst, or elsewhere. According to tradition, I’m supposed to say something uplifting and motivational to help everyone feel better. Unfortunately, I have failed at this task. There is really nothing good that can be said. This is a sad ending to Sierra’s twenty-year operating history in Oakhurst, which at one time, represented over 550 Oakhurst-based employees. This story should have had a happy ending, but instead has had a long string of bad news concluding with the shutdown yesterday of all of Sierra’s Oakhurst-based product development activities.
The problems began with the move of corporate to Seattle. The move to Seattle was mandated for several reasons, primarily due to the difficulty we were having recruiting senior management staff and software engineers. The relocation, although it was painful for Oakhurst, was instrumental in our tremendous growth from 1993 through 1996. I remain convinced that this relocation was the right decision for Sierra, and that we would not have prospered without it.
I can’t say the same about either the sale of The ImagiNation Network (INN) in 1993, or the sale of Sierra itself in 1996. When Sierra started INN in 1991, it was a decade ahead of its time. After investing millions in INN, Sierra found that it did not have the financial resources to support INN’s continued operations. In 1993, AT&T sought aggressively to acquire INN, promising to market the service and grow the company. Unfortunately, AT&T lost interest in INN and sold it to AOL, who to my great disappointment, shut INN down.
Sierra, as you know, was purchased by CUC International in 1996. Because CUC was offering to buy the company at a price roughly 90% higher than it was trading, the decision was out of management’s hands. At the time of the purchase, we did believe that through consolidation with several Sierra competitors (Blizzard, Knowledge Adventure, Davidson and others), Sierra would become a much stronger company. We had good reason to believe that the acquisition would cause us to grow faster, not shrink. Unfortunately, CUC elected to transfer control of the company to Davidson, and shut down several groups at Sierra. Later, as we all know, CUC was merged with another company, HFS, to form the Cendant corporation, with roughly 12,000 employees. A few months after this merger it was discovered that someone, or possibly some group of people, within the former CUC organization had been fraudulently preparing financial statements. The actions of this handful of people, who shall hopefully get their due, caused the plunge in Cendant’s stock price, and wiped out the net worth of many HFS and CUC employees, including many of you, as well as much of my own. Cendant was sued by its shareholders, CUC’s former management team was terminated and the decision was made to sell the software business. It should surprise no one that morale suffered through all of this anarchy, and although I have not seen Sierra’s financials for several years, my assumption is that the recent consolidation of operations is driven by a quest for restored profitability and stability. If this story were written as a book, the publisher might seek to classify it as “Fantasy”, “Science Fiction” or even “Horror”. It is much too outrageous to be true. But the bad news is that these events really did happen.
I console myself in the following way, and perhaps it will help you to cope with what has occurred. Let’s imagine that a stranger had walked up to any of us, on the street, in 1979, and said: “Would you like to move to one of the greatest cities on earth? While you are there, you can play a key role in creating a company that just about everyone will know and respect. Your grandchildren will be amazed when they learn that you once worked there. You will be the envy of your peers, because they will know that your team created the largest collection of hits ever to come from one company. There will even be years when you will have played a role in over half the products on the industries top ten lists! You will be surrounded by incredibly intelligent, hard working people, who will work 20+ hours per day when it takes it to get the job done. And, you will have more fun than you ever thought possible. There’s only one catch though. This will only last for twenty years.” Even knowing it wouldn’t last forever I would have followed that stranger anywhere. I’m disappointed that it didn’t last forever, but, a 20 year ride on the greatest roller coaster on earth beats the heck out of life in the slow lane any day. Life may never be the same, but it also isn’t over, and we all have some great memories we shall never forget. Good luck, and I miss you all.
On February 25th, 1999 – Josh Mandel also wrote a Sierra Eulogy…
On Monday, the last vestige of the original Sierra On-Line was laid to rest in Oakhurst, California. That branch, renamed “Yosemite Entertainment,” was shuttered on Monday, February 22nd, putting most of its 125+ employees out of work.
You may not care for what Sierra has become since the days when dozens of unpretentious parser-driven graphic adventures flowed, seemingly effortlessly, out of Oakhurst. But there’s no denying that, back then, Sierra On-Line was the life’s blood of the adventure game industry.
Maybe the games were a little more rough-hewn than those of its competitors–not that there were many competitors at that point. But Sierra kept adventure gamers happy and fed, gamers who would’ve otherwise starved to death on the arguably more polished, but frustratingly infrequent, releases of Lucasfilm Games (as they were once called).
Sierra alone grew the industry in other ways, too. It was Ken Williams who, almost single-handedly, created the market for PC sound hardware by vigorously educating the public to the AdLib card and, shortly thereafter, the breathtaking Roland MT-32. He supported those cards in style while other publishers wanted nothing to do with them. It was Corey and Lori Cole who invented the first true hybrid, replayable adventure/RPG. It was Christy Marx’s lump-in-the-throat ending to Conquest of Camelot that reminded us that not every computer game had to have a group hug at the end. It was Mark Crowe and Scott Murphy who made us want to kill off our onscreen alter ego, to see what inventive, gooey death had been anticipated for us. It was Roberta, before anyone else, who invented strong female heroines. It was Al Lowe, bringing up the rear (literally and figuratively) by creating Leisure Suit Larry, the most popular, pirated game of its decade. We knew this because we sold far more Larry hint books than we sold of the actual software.
It was the Sierra News Magazine (later InterAction) that let us feel like we knew the people making these games, that they were a family-run business, staffed by people who lived an isolated life, surrounding by idyllic, ageless beauty and creating games that were a labor of love. That was, at least for awhile, an accurate picture. This was a family we wanted to feel a part of, for good reason, and people came from thousands of miles away to take a tour and see how real it all was.
But what makes the closure of Sierra On-Line’s Oakhurst facility (recently renamed “Yosemite Entertainment”) a bigger, sadder event than most game company closures–including the far larger decimation of 500 Broderbund employees–is that this was not just a game company, this was a community.
Oakhurst is barely a dust mite on the mattress of America. It existed, for a long time, as a miniscule stopover for tourists on their way to and from Yosemite National Park. As recently as 1991, the mountain-bound town had not a single stoplight, just one grocery store, a single-screen movie theater, and one video rental store. There is no broadcast television (the mountains block it all). The nearest larger town is Fresno, 45 miles distant over the mountains. In severe snowstorms, the town is virtually cut off from the world. And the cable company there is still so provincial, so disdainful of outside influence, that there is no MTV offered, no Nickelodeon (or any MTV-owned stations), nothing to disturb the elderly farmer-types have been the chief population since the Gold Rush days.
Sierra was the second-largest employer in town (the phone company being the largest). Thus, the people of Sierra did not simply work together as they do in most of the country. These people are families, roommates, and neighbors. The person who works in the cubicle next to you may be your girl or boyfriend, your spouse, your landlord. He/she may well have been in your wedding party, and may have driven you 45 miles to the hospital when you were sick (how else could you have gotten there?). Secrets never stayed secret for long; divorces, trysts, and personal traumas all were public knowledge. People at Sierra weren’t just working together, they were living together. Now their lease has expired and the family will all at once be scattered.
The town has grown somewhat. The theater is now a multiplex, but Rusty still gives you his unabashed opinion of each film on the recording when you call for the movie times. There are several stoplights in town now. There are several supermarkets, more hotels, and the infamous “Talking Bear” has undergone a recent facelift. But the town still revolves around Sierra and tourism. And tourism may not be enough to support the town, at least in the winters when much of Yosemite (“the park” in local vernacular) is closed.
With Yosemite Entertainment gone, not only are more than a hundred people out of work (some of whom are fabulously talented), but an entire community has been wiped out with the stroke of a pen. It will be morbidly interesting to see whether or not Oakhurst’s economy can bear up under the mass exodus that will result.
Some may argue that Sierra lives on in Bellevue, Washington, where Al Lowe, Jane Jensen, Roberta Williams, Mark Seibert, and a handful of Oakhurst refugees still labor diligently on games side-by-side with scores of newer talent. But games like KQ:MoE and LSL7 have a distinctly different flavor than the seat-of-the-pants, funny, touching adventures that Oakhurst once produced. They are commercial.
Invariably, in a company that grows the way Sierra grew, innovation gives way to emulation. Whereas Sierra’s management once strove to make it solid, profitable, and yet fun, they now strive to dominate other companies, force annual growth in the double digits, and (like so many other companies) cut jobs mercilessly to improve the bottom line and thrill the stockholders. Yet the Ghost of Sierra Past still walked the halls in Oakhurst. The rooms were adorned with the art of glories past, the artists and programmers who helped to create those glories were, in fair measure, still living and working there. Now that spirit has been exorcised by scrubbed, glad-handing executives who don’t know, or don’t care, what those artists and programmers could do when they were motivated and well-managed.
People, living and working closely together in the pursuit of shared joy, were what made Sierra games great. Thank you, Ken, for creating something utterly unique, something warm, fun and beautiful. Damn you, Ken, for allowing others to tear it down.
Whether you were a Sierra fan or not, we are all diminished by the loss of history, talent, and continuity within the gaming industry. Rest in peace, Sierra On-Line.
Chainsaw Monday even made it onto the news…
It goes right up there, along the lines of The Hobbit and Star Wars in regards to how big of an impact it had on me. The same way The Hobbit opened my eyes to the world of fantasy (back in the 4th grade), the way Star Wars opened my eyes to science fiction on the big screen, Sierra On-Line opened my eyes to the story telling and the 3D adventures, that made me want to work at Sierra.
The video above goes into detail about most of those things…
The Death of Sierra On-Line is one I still mourn to this very day.
20 years later.
As evidenced by this Leisure Suit Larry fan page, and my activity (and co-admin) of the Sierra Help forums.
I want to thank Ken & Roberta Williams, Al Lowe, Jim Walls, Lori & Corey Cole, Christy Marx, Bridget McKenna, Scott Murphy, Mark Crowe, Ken Allen, Jane Jensen, plus the assortment of other creators, employees in every regard who helped create, mold and shape my creativity and help become who I am – which I think, turned out all right.
All my love to you all.
This is a quick update; read the longer version at https://hero-u.com/leaders/valentine-treats/.
Game boxes and posters are going out! If you backed at a level that gets physical goods, you have probably gotten an email notice from Geekify.
If you’ve moved and haven’t updated your address on BackerKit, your package may end up in limbo, which will make everyone sad. There’s a small chance you can still fix that – Stop reading this and send your current address (along with your old address and email) to email@example.com right now! Then update it on BackerKit as well, please.
What we aren’t shipping yet: Autographed postcards and Yearbooks. We have the postcards, and just need to get to them – probably next week. Digital rewards remaining – the Making of Art Book and the Hint Book. We’ve decided to make the latter available on the https://www.hero-u.com website for everyone.
Lori and I have previously done two marathon livestreams on YouTube – a “slow play” of the first week or so of Hero-U: Rogue to Redemption and a live play with commentary of Hero’s Quest.
We’re doing it again. In less than six hours from when I post this, at 6:00 pm PST (0200 UTC), we will do a six-hour long live play of Quest for Glory II: Trial By Fire with contests and commentary. There’s more about the livestream in Lori’s news post (linked above). We hope you can come join us for at least a few minutes. After we’re done, the stream will become a YouTube video.
The Live Stream is at 6 pm PST on Feb. 14, 2019 at https://youtu.be/zL8NqHagZew. Or maybe somewhere else; we’re new to this streaming business. If we get moved, we should be able to post a comment at that URL with the correct place to join the stream.
Love and relationships are a big deal in Hero-U: Rogue to Redemption. One of the most loving characters is Aeolus; he’s a true romantic who can fall in love with anyone. Here’s Maus Merryjest’s take on one of his love songs for Esme:https://www.youtube.com/watch?v=HagO4C_2gWE
I want to thank Charles Eavenson II who posted these on Facebook, and got permission for me to repost them here. Special thanks to the folks at MAXCREATE for allowing these to be shared! Click the images that are cropped to see them fully.