Leisure Suit Larry Reloaded Update #65

Hi ya, Kickstarters! Al Lowe here. It looks like we are EXTREMELY close to the finish line!

And it appears that Leisure Suit Larry: Reloaded will be the first Kickstarted game to ship!

N-Fusion hasn’t wasted the last few weeks; they’ve made improvements to the game everywhere. I can’t wait for you to see it. While I’m proud we did the right thing and waited to ship until all the bugs were exterminated, we did much, much more: hundreds of new sound effects, redesigned menus with new artwork, user interface improvements, and even additional voiceovers. This truly is the best Larry game we can bring you.

And our mutual wait is almost over!

E3 Action

Paul Trowe and I spent last week at E3 in Los Angeles and had a blast. We had loads of interviews with the foreign press. (U.S. press coverage was handled earlier, at GDC.) Even though Replay didn’t have a booth (a nice one would only cost all the money we raised on Kickstarter!), Leisure Suit Larry: Reloaded was on display in several other booths. Reports were universally positive, as was the response from the press who’ve seen it. So far, so good.

E3 week began with a bang: on Monday night, Paul and I joined Austin Wintory and Melora Hardin at Typhoon (a Santa Monica restaurant and jazz spot) for gig by the Late Night Jazz Orchestra. Wow, what a band! I knew they were good players after watching them record our soundtrack and this night cemented that reputation.

But the highlight for us Larryites came in their second set when they played several of the cuts from the Larry OST. Melora sang her song from the game while Austin accompanied. She looked as good as she sounds!

I just happened to have a saxophone mouthpiece in my pocket (heh, heh) so I borrowed a sax and played the Leisure Suit Larry Theme Song with them. They even gave me an opening cadenza. It was a musical highlight that I won’t soon forget!

If your Kickstarter reward level includes a download of the original soundtrack and you haven’t grabbed it yet, what are you waiting for?

Press Previews

We’ve received scores of previews from gaming sites since the beta was released and they’ve been nearly unanimous in their praise. We’re (almost) blushing! Here’s one from yesterday on Destructoid.

I’m hoping the actual reviews will be as sweet.
Another Game to Kickstart

Josh sends along news of another adventure game with a Kickstarter campaign: The St. Christopher’s School Lockdown. It’s an homage to the Sierra and Lucasarts games we love and they need your help. Josh says,

“I’m incredibly impressed by their art style, by the fascinating political theme of the story, by their extremely well thought-out plan for the series, and by the team of individuals who are working on the game. PLEASE go over to their Kickstarter site and show your support for the game and, if you can’t see your way through to supporting it monetarily, just helping spread the word would, I’m sure, be of inestimable benefit to their project.”

Well said, Josh!

Wrap-Up

Once the game goes live, you’ll want to download it but remember: you have to register first. Watch for another update from Britton with instructions on what to do, how, and when.

Of course, game discs take time to be pressed and assembled, and some of the physical rewards need to be autographed, so those won’t ship for a few more weeks. (What? Game discs don’t burn themselves?) So please have patience. We promise: we’re working as fast as we can to speed your items to you!

It’s been a fun year for me and I mean this sincerely: we literally could not have done it without you! Thank you so much for your faith in us (and Larry).

As Larry would say, “It won’t be long now!”

Space Venture Update #74

Okay, so the demo is still not quite ready. We do want some polish to it since we will be showing it off to you fine folks and to the press at San Diego Comicon this year, hope everyone understands the logic there.

To tide you over, I wanted to share some of the facts about this small piece of the game you’ll get to experience in the demo:

  • There will be 7 beautifully created scenes by Mark Crowe.
  • Every scene contains hilarious dialogue written by Scott Murphy.
  • You’ll get to control the man, the legend, Ace Hardway himself as well as his lovable robotic K-9 sidekick Rooter!
  • Space Quest fans might notice a few fun easter eggs thrown in as well.
  • There are 8 different tasks(puzzles) you’ll have to accomplish in order to beat the demo, some more difficult than others.
  • At the moment there are 4 possible funny ways to die. There might be a couple of more added soon as well. We have a very creative and tactful way to accomplish this that we think you’ll love, whether you like the Sierra method or LucasArts method of Adventure Games.
  • The demo is laced with some epic music and SFX created/produced by Ken Allen
  • As far as voice over goes, we have 3 different characters being voiced in the demo.
  • And a nice little ending to the demo that will leave you wanting more!

As far as the demo goes, we mostly have some more programming to wrap up and a little more polish left. I can’t make any promises, but cross your finger for a release coming your way soon!

VOTING ON CONCEPT ART AND DEATH SEQUENCES  

This is gonna be happening in one of the upcoming updates as well, be on the look out!
GOG CREDITS ($50 and above backers only)

Emails have already been sent out. PLEASE NOTE: The email was in regards to filling out a form. The form allowed you to make a choice involving your GoG credits. If you didn’t receive that email, please check your spam folder first, if it’s not there, then message us here on Kickstarter so we can verify you are at the $50 or above level. Please do not message in the comments of Kickstarter. It is best to message us directly on Kickstarter so we can verify your backer level. If you have already contacted us about this, please be patient and we’ll get back to you soon.

Most of you who have filled out the form have received your credits, however If you have already filled out the form and are still waiting, please continue to be patient, it’s on the way!

FAQ 
When will our rewards be shipped?
Answer: As soon as the game is complete, we’ll be shipping rewards out.
My address has changed and I need to update it with you guys. How do I do that?
Answer: Don’t worry about giving us your updated address right now. When we get ready to ship the items, we are gonna request you all to give us your updated address so we will all be in sync. No point in getting that as of now, because some of you may move between now and then.
Which conventions will you guys be at?

Answer: The Two guys Mark Crowe, Scott Murphy, and the SpacePope Chris Pope will all three be at SDCC 2013(San Diego) and possibly GMX 2013(Nashville). We were all hoping to be at PAX Seattle as well, but that may not happen.

You guys sure have been going to a lot of conventions. Shouldn’t you be making a game?

Answer: Actually Chris Pope is the one that has been going to conventions, and that has been on his own dime, not the company’s. Mark and Scott have only been to one convention so far and that was GMX 2012. GMX paid for the entire thing.

Do you love us backers?

Answer: We love you more than Orats love chasing Sarien Spider Droids! We love you more than Labion Terror Beasts love Cubix Rubes! We love you more than Fester Blatz loves ear wax! We love you more than Sequel Police love dressing in black! We love you more than… oh you get the picture!

Project Update #64: LSL Reloaded: Austin Wintory Speaks! – 06/03/2013

When Al, Josh and Paul first called me about scoring LSL I was rather speechless, and truthfully I still am. The Sierra adventure games were a huge part of my life back in the day, and so this gave me the chance to explore something real personally meaningful. And on top of that was the chance to work with an amazing big band: the Late Night Jazz Orchestra. Wait until to you hear these guys! Actually, don’t wait. Watch this:

It goes without saying that I *love* Al’s original Larry theme, and so I clung to it rather fiercely throughout the score. Even though this is a fundamentally new Larry, in terms of the music, hopefully it feels like one big tip of the hat. But that said, one of the first questions I asked Al was if he had any sort of agenda to recapture the previous scores, to which he confidently said “No, in fact I’d be disappointed if you did anything other than what YOU want to do.” So what you hear is equal parts silly, grimy, and rather naively romantic. That last aspect in particular was of fun … I became sort of obsessed with trying to make Larry feel almost like this idealistic romantic guy, and not some sleazeball, so hopefully you’ll feel a genuine, earnest romance in the music too (which of course ends up being rather hilarious when you pair that with some of the dialogue these guys wrote).

To cap it all off, Josh and I collaborated on an original song called “Tiers of Joy,” which was sung by the amazing, incredible Melora Hardin (who you probably didn’t realize was a singer; she played Jan Levinson on NBC’s “The Office!”). She even sang it live with the band, not as an overdub the way it’s normally done these days. I’ll be posting a video of that soon too.

All told I couldn’t be more excited about this game and soundtrack. Coming off of experiences like JOURNEY and MONACO, this was the most wonderful opportunity to try something totally new. I hope you enjoy the music and the performances by these absolutely stellar musicians. And I am so grateful to Al, Replay and N-Fusion for the wonderful partnership, and above all to YOU the backers for making all of this possible.

The OST (Original Soundtrack) will be coming to Kickstarter backers relative to their giving level, and for everyone else you can check it out here:

http://austinwintory.bandcamp.com/album/leisure-suit-larry-reloaded

Ok, go pour a glass of wine or mix up a martini, kick back and open up your ears … ;) -

Austin Wintory

Leisure Suit Larry Reloaded Update #61

Good day, Larryettes.

I’m making this very short since I just updated you a few days ago.

The PC version of what we’re calling the “Kickstarter Beta” is being built as we speak. After that version’s built, the Mac version will follow later this evening. Both versions will be uploaded to Steam immediately.

Don’t worry. There will still be a DRM-free version of the finished game available. The Steam requirement is for the beta only; we need to do what we can to keep the game from being pirated before it’s even out.

Items uploaded to Steam take a number of hours to become available, so it will be tomorrow before you’ll be able to download your beta version. (Remember, only people who pledged at the $75 level or higher have access to pre-release versions of the game.)

We’re also preparing a list of instructions and known issues. Definitely read ‘em over; this’ll save you both time and frustration down the line.

Hold on to your hats, ladies and gentlemen. By this time tomorrow, the game should be on your hot little hard drive.

All my love,
Josh

Hero-U Update #38

Once long ago, in that bygone era we now call 2012, we set out to create a simple game. It would involve turn-based combat in a dungeon-like setting with a simple plotline overlaid upon it. We would use cartoon-like graphics on a tile-based, flat world that would allow us to concentrate upon the story and game-play rather than upon the engine or graphics.

Then we held our Kickstarter and heard from you – our fans – what you actually want to see.

It was clear that what you really wanted was something more like the Quest for Glory series and less like yet another RPG.

As we read your comments, our vision evolved. We put more story and puzzles into the design. We went away from the cartoony look into a more realistic character style like the best Sierra On-Line characters of the 1990′s.

Hero-U: Rogue to Redemption evolved from an RPG/Adventure Game into a modern take on Quest for Glory with turn-based, puzzle-oriented combat. We decided to let the players out-think the monsters in the game rather than out-mouse-click them.

One change leads to another

The flat tile system for the backgrounds was too unrealistic and distorted to work well with our new character designs. We had to find a better way to present the art and create the game magic than what we started with. Our team artists far too talented to let the game look anything less than amazing.

We have a new team of programmers who are talented and passionate about our game. They are creating new ways to bring the visuals of the game to life.

We have spent the past few weeks testing new approaches and pushing the envelope of how 2D art will work with the Unity Engine.

So far, the strongest approach is to turn the 2D background artwork into 3D. We have come a long way from the flat little game we envisioned at the start. We are starting to create a huge, complex world full of fun and surprises.

Making Hero-U the Way a Game Should Be Made

Unlike those days when we worked for big companies where we had to make our deadline no matter what it takes, where creativity, bug-fixing, and polish are not important, and the game will ship whether it is ready or not, we control the vertical and the horizontal. We can strive to make the best possible game. We can push the boundaries of what has been done in the past to give you a game you love to play.

After all, now we are working for the best bosses in the world – You. We want to give you our absolute best, no matter what it takes.

By the way, we are still looking for one or two highly talented and experienced 2D animators. We do not pay as well as the big studios, but you get to work on your own schedule on a fun project. Interested artists need to be able to animate large, semi-realistic characters and create smooth “walk cycles”. Contact jobs (at) hero-u (dot) net with a link to your portfolio and animation samples to apply.

Here is a very early look at the new Hero-U Composer design tool in action.  It will let us define complex conversations and other interactions that we can import directly into the game code.  More automation = Fewer errors and more player options.

In Other Worlds

There are some very interesting projects out there currently. We would like to mention four Kickstarter projects and three other web sites, so we will keep the descriptions brief.

A Small Favor (http://kck.st/ZlhUxj) ends in less than four days. It looks like a side-scroller, but it is actually a science fiction adventure game with a good story line and nice animation. It looks fun, but needs serious support!

Among the Sleep (http://kck.st/11D7N79) is a horror adventure in which you play a two-year-old child. It is well along in development and is very close to reaching its goal in the remaining five days.

The Realm Game (http://kck.st/XZlFdU) is being developed by a studio more known for animation. As a result, it is gorgeous and you should visit its project page. The Realm has about 30% of its funding goal with nine days left, so they will need a serious push to make it.

Bashar, a passionate backer of Hero-U, is writing Derelict: A Short Story (http://kck.st/10kmLMF). If you like short-form science fiction, give this one a try.

Spellirium (http://spellirium.com/) is a “Kickstarter-like” project looking for funding on its own web site. If you enjoy spelling (think Boggle or Bookworm) and adventure, you might find this fun.

Adventure Burger (http://www.adventureburger.com/) is a site that follows Kickstarter adventure games. This is a good place to find out about adventure games that fall between our project updates.

KickstartVentures (http://www.kickstartadventure.com/home/) is a blog by Shawn Mills. Like Adventure Burger, this site will keep you up to date on new Kickstarter adventure game projects. In addition, Shawn’s articles talk about great adventure games of the past as well as current news affecting players. Also check out the Infamous Quests site at http://www.infamous-quests.com/home/.

We hope you all had an excellent Mother’s Day (or your local equivalent), and are enjoying the turn of the seasons. Lori got a nice gift and an AIM conversation from Michael. I sent flowers to my Mom and broke any semblance of a low-carb diet by making blueberry ricotta pancakes.  And Lori and I romantically wrote this Kickstarter Update together. :-)

Leisure Suit Larry Update #60!

Happy Friday, Larryettes on this side of the International Dateline.

Those of you who read all the way to the bottom of my last update may’ve read this line: “If all goes according to plan, you can expect the beta next week (week of May 6th)!”

Well, we’re pretty much at the end of the week of May 6th, and those of you who pledged at the Alpha/Beta level (and above) haven’t received your beta invitation yet. (For those of you who are still wondering why you didn’t get an Alpha version: when we Kickstarted, access to the Alpha/Beta versions of the game came only with a pledge of $75 or more.)

We’re now shooting for Monday, May 13th, to release the beta. We’ve had some interesting hiccups in the past couple of weeks…one of which was breaking Unity. (It seems that no Unity game has ever had more than about 3,000 lines of speech before, and we have about three times as many.) We also wanted to get *all* the final speech into the game before sending out the beta, and the last of the “pickups” was only recorded today.

We’ll announce it here when the beta goes out. It will include French, Italian, German, and Spanish (“FIGS”), and we’re hoping for a Mac version as well for testing.

If you’re one of our Beta testers, when you receive your email invitation, please be sure to read the materials very carefully. We will be looking strictly for *bugs* at this point, as opposed to suggestions for enhancements. (We’ve fielded and taken into consideration thousands of enhancement suggestions over the course of the project, especially after releasing the Alpha, but now it’s time to concentrate on finding and squashing bona fide bugs.) The instructions we send will tell you how to download the beta, where to report the bugs, and what format to follow in your bug reports. We’ll also be sure to tell you what bugs we already know about, so that you don’t waste time writing up a beautifully-crafted report for a bug we’ve already identified.

So cross your fingers for a Monday release. We’re shooting hard for a May 31 ship date, so that should give us almost three weeks. We’re anticipating that’ll be doable, because the beta you’ll receive is going to be pretty darn clean.

In other news: our Box Art contest on the Replay forums ended this past Wednesday, and we’re still debating the winner. Those of us who have hair (that disqualifies Al and me) are tearing it out trying to pick the best. We’ll have a decision for you next week.

And in the meantime, just in case you haven’t seen her yet, here’s Larry’s new love interest, Jasmine, exactly as she’ll be seen in the game!

Talk to you next week!

Josh

Media - Image

SpaceVenture Update #72

Twas one year ago today down to the minute!

Hello everyone! As mentioned in the title of this update, it was one year ago down to the minute that the SpaceVenture Kickstarter went live. Well it would have been, but I kid you not, Kickstarter went down right as I was posting this. Were you guys all just so excited that you kept spamming the page and caused the server to crash?

Wow it’s already been a year..I cannot stress the stress that followed the following 35 days!(say that three times fast) But we made it, and that was all because of you fine folks here on Kickstarter. We are all so thankful and so blessed that you all tossed your hard earned buckazoids our way.

One thing up front I am excited to tell you about is that we are going to start doing a minimum of two updates a month starting on June the 1st. You can expect an update on the 1st and 16th of each month. Our epically masterful “Two Guys” are insanely protective about spoiling some little twists and turns they have planned in SpaceVenture, but I am going to at least be able to divulge project status and some fun tidbits along the way!

PROJECT STATUS

You will be happy to know that the project itself, though we ran into a slow snag on some engine issues we had, is coming along very well now. We actually hired another Unity developer to help speed everything up. His name is Vander and he is a bit of a Unity guru. Amongst video game creation, his resume includes writing plugins for the actual Unity store. He now works alongside our senior developer, Tyler.

We still aren’t ready to share a ship date yet. I know you guys are all chomping at the bits to know when you’ll get your hands on the game. The game is still on par with being done within the next few months, and for sure well before the end of the year. Please continue to be patient on that. Now that tax season is done, we are very clear on the budget for the rest of the project and things are rolling along!

Be on the lookout for a playable portion of SpaceVenture to come your way! Can’t wait for everyone to check it out!

GOG CREDITS

Emails were sent out about GoG credits around 2 weeks ago. PLEASE NOTE: The email was in regards to filling out a form. The form allowed you to make a choice involving your GoG credits. If you didn’t receive that email, please check your spam folder first, if it’s not there, then email contact AT guysfromandromeda DOT com

For those of you that chose to receive SQ 4+5+6 as your GoG download, please read the following. Some of you have not received your credit because we had to order more. We are still waiting on them to send us the credits order. You will receive an email and get access to those as soon as we have them.

CHAT SESSION WITH SCOTT AND MARK

For those of you at a high enough reward level to receive access to chat with Scott and Mark will be happy to know that there will be another one schedule for the beginning of June. The update on June 1st will contain exact date and time :)

I’m also planning to do a live podcast with Mark and Scott soon. Anyone and everyone can be a part of it!

FAQ

When will our rewards be shipped?
Answer: As soon as the game is complete, we’ll be shipping rewards out.

My address has changed and I need to update it with you guys. How do I do that?
Answer: Don’t worry about giving us your updated address right now. When we get ready to ship the items, we are gonna request you all to give us your updated address so we will all be in sync. No point in getting that as of now, because some of you may move between now and then.

Which conventions will you guys be at?
The Two guys Mark Crowe, Scott Murphy, and the SpacePope Chris Pope will all three be at SDCC 2013(San Diego) and possibly GMX 2013(Nashville). We were all hoping to be at PAX Seattle as well, but that may not happen. Chris Pope will be at Alabama Phoenix Festival(Birmingham) and Ancient City Comicon(Jacksonville) as well.

You guys sure have been going to a lot of conventions. Shouldn’t you be making a game?
Answer: Actually Chris Pope is the one that has been going to conventions, and that has been on his own dime, not the company’s. Mark and Scott have only been to one convention so far and that was GMX 2012. GMX paid for the entire thing.

Do you love us backers?
Answer: We love you more than Orats love chasing Sarien Spider Droids! We love you more than Labion Terror Beasts love Cubix Rubes! We love you more than Fester Blatz loves ear wax! We love you more than Sequel Police love dressing in black! We love you more than… oh you get the picture!

TITANBASE KICKSTARTER

Our buddy Ben from Titanbase productions has a new KS out. Check it out if you have a moment. http://www.kickstarter.com/projects/benlindelof/ac-10-the-fps-project?ref=live

CONCLUSION

So in conclusion, look forward to hearing more from me now that we have everything working like a well oiled machine. We really do appreciate everyones continued patience and understanding as we wrap everything up! I’d also like to leave you with a scene from SpaceVenture(Made by Mark Crowe). Can you guess what those green lines are for? ;)

Thanks everyone!

Chris Pope a.k.a your humble local intergalactic SpacePope

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Al Lowe Interview w/FreeGamesList

FreeGamesList.net Interviews Al Lowe!

And again Quo Vadis ;) Only hours after our interview with Richard Garriott another designer legend gave us the opportunity to interview him: Al Lowe, Master Mind behind “Leisure Suit Larry” and other great Adventures from the 80/90ties.

Al Lowe isn’t only the oldest game designer, he is also the funniest and very kind… As a Speaker on the Quo Vadis in Berlin, he audited about how he became Game Designer and why he loves music. Have fun ;)

 



LSL Reloaded Update #59: The Future.

Greetings and salutations, Larryettes.

Let’s keep this short and sweet, shall we?

1. Al Lowe has been in Berlin at the Quo Vadis conference, and gave a speech that was the runaway hit of the show! At least, that’s what Al said!

2. We’ve been sending the Collector’s Box art to various e-tailers who, although selling only a non-boxed digital version of the game, like to – or insist on – a mocked-up box for their websites. Since a lot of people have seen the Collector’s Box art and thought we shouldn’t be using it for marketing purposes, we’re going to start a contest (today or tomorrow) for all aspiring commercial artists. Details for the contest can – or shortly will be – available on the Replay forums, https://forums.replaygamesinc.com/. There will be a separate subforum just for this contest; there, you’ll be able to find the exact rules, and you’re free to post your submissions on the forum for critique (although official entries will need to be sent directly to Replay per the rules you’ll find on the Contest subforum).

3. Al recently gave an interview, and in it, he’s quoted as saying that LSL2 might be out by Christmas. Don’t you believe it! We dispute the accuracy of that quote! LSL2 is a much bigger, more complex game than LSL1, and work on LSL2 has scarcely begun. The interview must’ve taken place in Amsterdam, which might explain the author’s wishful thinking.

I guess that’s it.

Oh, right, one other thing:

4. If all goes according to plan, you can expect the beta next week (week of May 6th)! That’s right, IT’S COMING! OH, MY GOD, IT’S COMING!

And on that note…

Josh