Daniel’s Interview With Roberta Williams.

With permission from Daniel De Kock, who originally posted this:

Hi everyone,

I’m feeling a bit nostalgic today and went through my external drive with material from years ago and felt best to share it with you before it is lost forever. Once upon a time in a land far far away there was a 12 year old boy that felt in love, like most of us here, with the games from Sierra which touch our hearts and has such an impact on our lives. To this day I’m still touched that people like Ken and Roberta Williams would find the time in their busy lives to engage with us, their fans, so young..

So, many many years ago I’ve taught myself the basics of html and create the Roberta Williams fan club and had a few interviews, received content from the Sierra game designers. Please find below my pride and joy at the time (12 years and English is not my first language , an interview with Roberta Williams from just before King’s Quest VIII was released. Sierra, Ken, Roberta, John, Al, Jane, Lori, Corey and Lorelei, Mark, Josh and Scott (just to name a few, especially the mods from old Sierra forums and chat rooms), thanks for being part of growing up, it was worth it.

1. How would you describe a typical day at Sierra On-Line, working on Mask of Eternity ?

Answer: I work mainly at home for the most part; always have. I go in and work with the rest of the team when I need to but I consider myself more of a contract “writer/designer.” (I suppose this habit got started because I began my career when my kids were very young and I felt that I wanted to be at home as much as possible with them. So – I depend very heavily on good producers (like Mark Seibert) and top-notch team members who don’t need me there full-time. Therefore, describing a “typical” day at Sierra On-Line (now called Sierra Studios) is not really possible for me. I can tell you that it is extremely busy with many products being developed…and a lot of creative energy flying around. The team itself is extremely excited about “King’s Quest: Mask of Eternity” and is beginning to work overtime trying to get it shipping by Christmas.

2. I’ve read in a interview that you may begin with another project as soon as MOE is finished. “However, Roberta and I have been talking about another project that might follow this one.” (This text was quoted from an interview with Mark Seibert he had done with Sierra Gaming World) Can you maybe tell us more about your upcoming project, could it be Phantasmagoria 3 ?

Answer: I hate to disappoint you, but there isn’t any upcoming project as of now. Certain projects have been discussed, but nothing has been decided definitively. I think the (new) management of Sierra is trying to decide what projects to do next…and any input from “fans” out there would probably help them sort out these decisions.

3. What have happened to the marble statue turning alive idea for MOE, which would have been the hero of the game ? That was your first idea for King’s Quest VIII.

Answer: At first the story of KQ8 was going to involve a sort of “evil magic” which causes everybody in Daventry – including King Graham and his family – to turn to stone while, conversely, this same magic would cause a reverse effect on a stone statue…bringing it alive. Then – this “guy” would have to set out to figure out the cause of this evil magic and try to save the people of Daventry by defeating the source of this evil. As the story (and the game) developed, though, the story began to change. Now – it involves a “normal citizen” of Daventry (Connor of Daventry) who survives the onslaught of evil magic, managing, somehow, to “stay alive,” while the rest of the citizenry turns to stone. Connor figures out that the source or cause of this “magic” involves a sacred golden object called the “Mask of Eternity.” A piece of this mask saved him…and it will be the means by which the rest of humanity will be saved….but it’s up to him to accomplish that immense task.

4. You are probably tired of answering this question, but can you tell us new about MOE, e.g. if possible maybe something which will happen in the game etc. Also, what is the most exciting world in MOE and why ?

Answer: What happens in the game is that the most sacred, powerful object in the world, the Mask of Eternity, is shattered by an evil magic (really, an evil “sorcerer-type” guy). When this happens, “Truth,” “Light,” and “Order” are banished from the world and all of humanity turns to stone, while all the supernatural creatures of evil and chaos crawl out from the dark nooks and crannies of the world and begin to spread turmoil and upheaval throughout the land. Connor, being the only “human” left (because he found a piece of the Mask – which saved him), is the one who needs to find the remaining pieces of the Mask and then return it to its rightful place…and to destroy the evil “sorcerer” who caused all of this mess in the first place. If or when he does so, he will cause “Truth,” “Light,” and “Order” to be restored to the world…and humanity to come back to life.

5. Is it more challenging, harder to create Mask of Eternity than it was
with Phantasmagoria ? Is it the creating of the game engine that puts up a
challenge or is it something else ?

Answer: In some ways, it was harder creating Phantasmagoria and in other ways it’s harder to create KQ: Mask of Eternity. (By the way, I feel to the need to stress that this game is “King’s Quest” first and foremost. “Mask of Eternity” is the subtitle. Basically, it’s “King’s Quest 8.” I noticed that you keep referring to the game as “Mask of Eternity” – but not really referencing “King’s Quest.” I need to make sure that people who read this understand that this is DEFINITELY a “King’s Quest” game.)

Anyway – with Phantasmagoria, we weren’t really creating a new game engine, but we were dealing with a lot of issues concerning integrating video, actors, silicon graphics, blue screen effects, etc. – within our old established adventure game engine. With King’s Quest: Mask we are dealing with a game series which already has an established look and feel, but we are creating a brand new 3D engine to evolve the series and bring it up to the expectations of today’s audience. Both were difficult in their own ways; it’s difficult to say which is/was harder. (None of my games are easy! It seems that each one in its own time was difficult! But…I love a good challenge.)

6. Since the design of MOE, dialogue etc. is finished, what are you currently doing on the MOE team ?

Answer: The design of King’s Quest is not finished…and neither is the dialog. Design doesn’t end with turning in a design document. It’s an ongoing thing. You think of new things; you play portions of the game and see that you need to “add” here, or “take away” there; you adjust various aspects of the game; you add, delete, or change dialog; you add more variety/atmosphere/ambience to the worlds; you change characters or add characters. Also – one of the biggest jobs of the designer is to play test the heck out of the game…right up until the minute it ships. You play it and play it and play it until you think you can’t stand to look at it anymore to find each and every little bug, design problem, graphics/animation problem, sound problem, dialog problem, etc. The designer is there at the very beginning – with the initial concepts – and still there at the bitter end…signing it off for shipment.

7. In an article 1989 (I know it is a long time ago and it was also on the KQ collection CD), called, The Making of King’s Quest VI, the author said : “Sometimes she consults her two little children, DJ and Chris, but husband Ken is little help. What did DJ and Chris came up with that you’ve used in your games ?

Answer: That’s a difficult question. I don’t know that I could necessarily think of any particular things. I know that I used to consult with them a lot. Many of my games would follow the ages of my children (at the time) – for instance, I did “Mixed-Up Mother Goose” when my son, Chris, was about 4 or 5 – or, they would be talking to me while on trips in the car, or when they were playing other games and I would ask their opinion of those games they were playing. And they were very opinionated…especially Chris! They have helped with their ideas on game interfaces, or story ideas. I would ask their opinions of characters I was developing, or what they thought of puzzles….or if they had any good ideas about puzzles. Basically, the way I work, I ask LOTS of people for ideas; I’m like an idea vacuum. I’ll ask anybody and everybody. Even my husband got sucked into discussions of my games, too – whether he liked it or not<g>.

8. Can you tell us about your childhood. That is something that your fans know little about. Where have you been brought up, do you have brothers or sisters etc.

Answer: I was raised in southern California – in La Verne – which is located about 30 miles east of Los Angles. When I was a child, my father, John, was a horticulturist and worked for the County of Los Angeles as an Agriculture Inspector. My mother, Nova, was a housewife – but one who was (and still is) a very good oil painter. I have one brother, Jim. He is 18 months younger than me. My brother currently lives in Rancho Cucamonga, California, while both of my parents live in Oakhurst, California. (Oakhurst, California, by the way, is where Sierra On-Line got its start.) Both of my parents are retired now and they love to travel the world and they also love to square-dance. My brother works for 3M Corporation. I am married to Ken Williams and we have been married for 25 years. I got married at age 19 (Ken was 18). I have two sons, D.J. (now 24) and Chris (now 18). D.J. is a chef who works at a fine restaurant in Seattle, Washington, and Chris is attending a university in Tokyo, Japan. My only “children” at home now are two dogs, a six year old Swedish Vallhund called Arcade, and a three year old Norwegian Lundehund named Shelbie. My family is very important to me, and I see and am in contact with my parents, brother, and two sons – all of the time. I guess you could say that my life – from the beginning – has been blessed.

9. How do you feel about the idea that Ken Williams have left Sierra, to start another company ? Why did Ken Williams leave Sierra On-Line ?

Answer: Ken and I sold Sierra On-Line to CUC International – now called Cendant. We both made the decision. Ken had been CEO of the company for almost 20 years and was ready for a new challenge. Ken is currently starting a new company, called WorldStream Communications – which is planning to do live, round-the-world, “talk radio” formats over the internet. He is very excited about this…partially because it’s something new…and it’s a company which will challenge him even more than Sierra did.

10. How does the future look for the King’s Quest series, will it survive in this 3D era and what new format (graphics) could come after 3D ?

Answer: I certainly HOPE it survives in this 3D era – and why shouldn’t it? It’s a 3D game, too! “King’s Quest: Mask of Eternity” is a true 3D, third-person adventure game…with some action elements. It’s very “now.” It definitely has its roots in “King’s Quest,” but it also is new and fresh…the whole look and feel is updated. There is a new character to meet, Connor of Daventry, and you can explore SEVEN beautiful 3D worlds to your heart’s content. We also added some “action” elements to give the game more of a “real-time” feeling and to enhance the 3D experience. You kind of know the story – but there are also lots of puzzles to solve in this game, too. The puzzles fit very well into the 3D aspects of the game. The one thing which is quite different from the older “King’s Quest” games is the fact that Connor can fight many of the evil creatures of “chaos” – but, with the good and friendly characters…he is more than a gentleman.

As far as any new graphic formats after 3D – what can you do beyond 3D? I mean, 3D is 3D. Nothing is more than 3D. So – 3D will just get better and better: faster, higher resolution, more realistic, utilizing actors, more objects, buildings, trees, etc. Probably in 10 years, you won’t be able to tell that you’re not walking through a real “world.” It’ll look totally real – like movies or TV – but it will be a computer-generated 3D world. (Obviously, multi-player games will also change the look and feel computer gaming…and will probably be integrated into the TV watching experience at some point.)

Hero-U Update #94: Hero-U: Rogue to Redemption

So Close We Can Taste It
Posted by Corey Cole (Creator)
Most of Us Are HappyMost of Us Are Happy

The Pareto Principle says that 80% of results come from 20% of causes. I’ve often parodied that with my “90-90 rule of software development” – “90% of the project takes 90% of the schedule, and the last 10% takes the other 90%.” I even gave a 90-90-90 rule (Luck, Inspiration, and Hard Work) in my previous update.

Zeno (the Arrow Paradox) would have suggested that means that no game is ever finished… and he would be right! There is still a lot of work we would like to do on each of our previous games. But sooner or later, the boss walks into the room and declares, “Ship it!” Only then is a game officially “done”, but not really…

Fortunately, I’m happy to report that we’re much farther along with Hero-U than 90%. But there is still a huge amount of work to do. Releasing the game is only one stage in our 5+ year project. We also have to fulfill physical orders (posters, game boxes, and the Yearbook), write the text for the manuals, set up Steam and other web pages, promote the game, port it to consoles, and get started on the next games. Just thinking about all that is exhausting!

We’ve just released (to Alpha Testers) the first build that players can play all the way through from the beginning to the end! That is a huge milestone that looked very far away even a few months ago. All that is missing to declare “Code Complete” and move into the Beta Test phase is to clean up a few “boss combats” and improve the endgame flow and polish.

We also need some logistics to handle thousands of additional player-testers. That will probably include a discussion forum just for testers that we may be able to turn into a general support site after game release.

As we get closer to the finish line, I think I can do a better job of prediction than I’ve managed in the past. Our scheduled Beta Test date is March 15, but let’s say “by the end of March” to be safe. Game release will be 4-6 weeks after we enter Beta testing. That puts it somewhere between April 15 and May 15. Yes, THIS year, 2018. 🙂

Keeping In Touch

As we approach release, it’s very important that you keep your information on BackerKit up to date. You can find and edit it at https://hero-u-adventure-role-playing-game.backerkit.com/.

I received “hard email bounces” from five Alpha-level backers. I’ve managed to track four of them down, but I’m still looking for a current email for “GamerIntel”. If that’s you, please contact support (at) hero-u (dot) com and update your information on BackerKit.

For everyone else, please visit BackerKit and update your email and physical address information if either has changed.

You may also join in the discussions at http://hero-u.net/forum/. We plan to make a separate forum or a hidden area on the current forum for Beta test feedback.

Our FaceBook page is https://www.facebook.com/TheSchoolForHeroes/.

If you are a Beta Test level backer, you will receive an email from BackerKit when your Steam key is available for testing. All Beta testing will be on Steam so that you will automatically get patches when we update the game.

Let's Keep In Touch, Y'All

Let’s Keep In Touch, Y’All

SpaceQuest.net is back!

Home of space custodian and questionable hero, Roger Wilco – SpaceQuest.net is back, ladies, gentlemen, and alien species!

Per their update:

WE’RE BACK!!! Welcome back to SpaceQuest.Net!

Welcome back to SpaceQuest.Net! Please excuse the bugs as we work out the kinks! Also, there’s a brand new redesign (started by Frans himself) on the way that we’ll be finishing up so don’t think we’re done here!

This website pays tribute to Space Quest: the wacky sci-fi humor adventure computer game series by Sierra On-Line, starring space janitor Roger Wilco! SpaceQuest.Net is the ultimate Space Quest resource website, containing everything you wanted to know about Space Quest, and then some. Put on your Astro Chicken flight hat and enjoy the website!

SpaceQuest.Net is back!

Please swing by and check them out!

(Alien chicks are hot…)

<3
Larry Laffer

Hero-U Project Update #93: Hero-U: Rogue to Redemption

Game Development Progress

We’ve completed the first Alpha test stages, and I will soon be inviting every backer entitled to the Alpha and Beta Test perk. We’re currently polishing the Catacombs area of Hero-U and adding the Dungeon. At the beginning of March, we plan to add the Endgame and open up testing to everyone with the Beta Testing perk. The game will be complete at that point, but will undoubtedly have balance issues and bugs that we missed in earlier testing.

As we get closer to Code Complete, I can start making better estimates of how long it will take us to complete everything else. Lori has finished writing the game dialogue, and Josh Mandel is finishing up the last few object interactions. I still have some writing work to do on the endgame, game manual, Bestiary, and art book, and polish work to do on the Yearbook.

Depending on further testing results, we are likely looking at a mid-April 2018 release. To do that, we will need much more than the finished game and manual. We need to integrate it with every release platform, get keys to backers, and much more.

A Zombie Chorus Line - “Hey, watch where you’re sheathing that sword!”
A Zombie Chorus Line – “Hey, watch where you’re sheathing that sword!”

“Racing to the Finish Line” on Hero-U.com

Lori posted a new blog entry on www.hero-u.comhttp://hero-u.com/racing-to-the-finish-line/ – last month. Check it out. She writes most of the posts there, while I write most of the Kickstarter updates.

Alpha Testing – Watch for your Steam invitation

Earth’s listing in the Hitchhiker’s Guide to the Galaxy read simply, “Mostly harmless.” Now that our small cadre of pre-Alpha testers have helped us eliminate the most devastating bugs from Hero-U, I will soon be inviting all registered Alpha testers to experience the game-in-progress. It’s mostly playable now, with just the dungeon and endgame to be added over the next few weeks.

If your page on https://hero-u-adventure-role-playing-game.backerkit.com/ shows that you have the “Alpha and Beta Testing” perk, keep watch on your email for an Alpha test invitation within the next two weeks.

The team is looking forward to more testers with a mixture of anticipation, excitement, and concern (“terror” is much too strong a term). They’ve quashed over 1100 bugs so far, and with your help we’ll do our best to make the game squeaky-clean by release.

Sneaking Through the Sea Caves
Sneaking Through the Sea Caves

What Do Our Testers Think About Hero-U?

So far the tester feedback has been very positive. Despite having to fight bugs, our testers have been very involved in the game and have good things to say about it.

I asked one tester, Raf M, to write up his impressions. Here are his concluding paragraphs. His full “impressions” report is at http://hero-u.com/hero-u-playtesting-feedback/.

“Based on what is currently playable in the alpha (and that is already quite a lot), I think that the gamers who liked Quest for Glory, will like Hero-U. I think it is clear that Hero-U is also a Lori and Corey Cole game.”

“In my opinion, the game succeeds in making you feel that Shawn is at a school, but it’s essentially still a story driven RPG/adventure game hybrid, not a “school simulator”.”

“I have spent quite a lot of time playing the alpha. I immediately liked the core of the game. If I didn’t, I would not have invested so much time playing an unfinished game with inevitable bugs. I am always looking forwards to new builds, so I can make more progress in the game.”

“There is still more work to be done, but there is already a lot of content in the game. There is a light at the end of the tunnel and it is getting bigger and bigger. In my opinion, the alpha is strongly indicating that the long wait for the final game is almost over ant it will be worth it.”

Unsolicited, tester Richard Baxter wrote:

“I am finding the game really enjoyable (at day 30). The character interactions, visual emotions, music, atmosphere, lighting, environmental depth, story, comedy, portraits, statues, textures, and 3D animations are all incredible. I also find it (like Quest for Glory) a great learning programme in the finer points of heroism and ethical philosophy – which is one of the underlying themes (school).”

“I think Lori should become a director for a film, and do writing for similar games. Her characters are so much more interesting.”

It’s difficult – maybe impossible – for us to judge our own work. It’s always a big relief when we release a game and find out that players like it. We’ve been very fortunate with that so far in that players say they like almost all of our games. We hope that Hero-U: Rogue to Redemption will continue that lucky legacy. (Game Success = 90% Luck, 90% Inspiration, and 90% Hard Work. It’s possible I should have taken that Statistics class I missed in college.)

Happy Holidays from Hero-U

Merry Christmas and an Awesome New Year!
Merry Christmas and an Awesome New Year!

First, and most importantly, we wish all our backers and fans a wonderful holiday season. Have a great Christmas and a safe and happy New Year. Lori and I are doing something special this year – our first real vacation in 30 years or so. We’ll be spending Christmas in Barcelona, Spain, recharging our energy before the final push on Hero-U.

Testing and Project Progress

After some initial challenges, we opened Alpha testing to a few backers in August. Since then we’ve invited 100 top backers and have 30 testers exercising the game.

And boy have they been exercising! The testers have reported over 1000 bugs and suggestions for design improvements, most of which we’ve been able to address. We’ve also addressed several hundred automatically reported issues with the game.

This has, as expected, been quite a challenge for our small team. Every day we face the question, “Do we keep polishing the parts of the game we’ve been testing, or spend the time getting the next section ready for testing?” For the most part, we’re making sure there are no story-wrecking problems anywhere in the game.

What we didn’t expect was the passion this small group of playtesters has applied to playing Hero-U. Many of the suggestions have been incredibly insightful, causing Lori to rewrite and add entire sections of dialogue to improve the game flow and responsiveness to player actions.

Our next steps will be to open the testing process to all 340 backers who supported us at an alpha test level. Once all of the game content is ready to test, we’ll open the floodgates to over 4000 Beta testers. At each stage, we raise the stakes for the team as we continue to develop the final sections of the game while fixing and improving the parts that we thought were “done”.

We’ve made a great amount of progress thanks to the team and our testers, but there is still quite a bit to be done before release.

Remaining to be done:

  • Opening cinematic is coming along really well, but still needs time to finish.
  • The Catacombs need to be polished, then submitted for testing.
  • We’re currently doing a major rework on one Catacombs puzzle that required combat. We promised Adventure-Treff that Hero-U could be completed without combat, and we’re delivering on that promise!
  • The Dungeon area needs some polish before we can add it to the testing queue.
  • The final scene of the game – the endgame – has not yet been programmed and needs a little more dialogue.
  • We need to get the Steam achievements integrated into Steam.
  • Final testing, and then release.

We’ve just released a “sneak preview” of the Catacombs to testers. All of the scenes are navigable, but occasionally a bit crazy – Shawn steps through a doorway and ends up on his back in the next scene. We plan to have full Catacombs functionality in place for the next test build in mid-January.

The adjusted schedule:

  • Catacombs about Jan. 15
  • The Dungeon early in February, with the endgame added in late February.
  • Meanwhile, we’ll improve game settings, add additional sound effects, implement Steam achievements, and finalize the opening cinematic.
  • Game release – between March 15 and April 15.

I would love to say a flat “March 15 is the release date”, but as we’ve seen, many things can happen during testing that can cause us to step back and spend extra time reworking an area of the game. Still, March 15 is our target release date.

Shawn isn't the only Hero at Hero-U
Shawn isn’t the only Hero at Hero-U

Walking through the Uncanny Valley

We first heard the term “Uncanny Valley” while working at Sierra. As long as games were obviously low-resolution and cartoony, players had no problem ignoring glaring flaws in graphics quality, sound, and storytelling. Games were obviously not films, and that was fine.

At the same time, we knew we could do a lot better, and we did. Through the 1990s, Sierra games went from 4 colors to 16 to 256, doubled their resolution, and started to experiment with 3D graphics. Audio went from PC speaker single-voice “beeps and boops” to 3- and 4-voice sound and MIDI to fully-orchestrated tracks and synthesizer-quality sound cards. The user interface went from typing to point-and-click – I still think there is much more to be done in that area. Storytelling went from simplistic “game logic” to something approaching Hollywood and even art films.

But there’s a danger to coming too close to the domain of the gods. The ancient Greeks called it “hubris”. In modern terms, there is an invisible line between acceptance of game flaws as “fantasy”, vs. getting close enough to real life that players start expecting the game to *be* real. Based on tester feedback, we’re coming perilously close to that line with Hero-U.

We’ve been getting “uncanny valley” feedback on Hero-U much more than with any previous game. Players get so involved in the conversations and action, they feel as though they are really at Hero-U. This means we can’t just take the easy way out that Sierra used so often – “Oh, they’re doing that? We can’t handle that. Kill the character if they try it.” Instead, we add additional dialogue chains, obstacles, and puzzles.

This feedback is one of the reasons we are taking a lot of extra time making sure we get every sequence in the game “right”. We don’t want Hero-U to feel like “just another adventure game” or RPG. If players notice that a character’s dialogue in one scene or event doesn’t seem to match up with what they’ve said or done earlier, we change it to improve continuity. In many cases, the correct dialogue already exists, but there is an error in the scripting code that causes lines to come up out of order. As we walk through the Uncanny Valley, it’s no longer good enough to have some characters that talk – they have to feel real.

Game Play Video

Al Eufrasio put together this game play video to highlight how Hero-U plays.

https://youtu.be/fter0C1tuesIncidentally, there is a graphical glitch in one scene of the video due to processing, but don’t worry – that doesn’t happen in the game.

Resource Reminders

Please keep your email and address current at https://hero-u-adventure-role-playing-game.backerkit.com

Participate in the Hero-U forum at http://www.hero-u.net/forum/

Our FaceBook page is https://www.facebook.com/TheSchoolForHeroes/.

And of course our project updates are on Kickstarter at https://www.kickstarter.com/projects/transolargames/hero-u-adventure-role-playing-game/updates.

SpaceVenture Project Update #115: Two Guys SpaceVenture

QUICK RUN DOWN OF THINGS STILL IN PROGRESS:  

  • Last scenes in the game are still being worked on, but are much closer to completion then they were previously. You will see some of what that entails in this update.
  • A tremendous amount of time has been put in on debugging earlier scenes in the game to make things play smoothly and we are happy to report that the majority of bugs are now squashed!
  • There are still some cutscenes that are incomplete including the ending to the game that have to be added.
  •  We are still looking to set an exact date on VO recording and will announce that as soon as possible. We will also announce more info on the voice actors signed on to the project when that time comes.
  •  We know you all are ready for a release date. We’ll have that out as soon as we can. As you can probably imagine, we are hesitate to throw out another release date.
Guys we are really excited about how close things are! There is light at the end of the tunnel and no signs of a train so far! We are beginning alpha testing with a handful of select people beginning in the next couple of weeks. Once alpha testing is complete and things are fixed based on the findings, we will begin moving forward with backer beta testing.
FINAL SCENES IN SPACEVENTURE
Just a small warning, we are gonna try and not be super spoilery here as much as possible. If what is said, sounds vague, now you know why. There almost always is a final showdown in adventure games between the main character and an antagonist of sorts, so it will come to be no surprise that Ace and friends will have to deal with quite a few obstacles along the path of reaching the ending.

In the above image, you are seeing that Ace has been strapped to a chair and based on what’s happening, you can guess that this is not a good thing. In part of the ending sequence, Rooter is the hero. You’ll have to control Rooter(not for the first time) to help Ace out of the sticky situation he has found himself in.

Keep in mind, we are purposely not giving you any back story here as to not spoil anything, but clearly Rooter needs to stop the “MEMORY WIPE” that is occurring before it is too late. There is a very unique set of puzzles that have to be solve to take care of saving Ace. Below is a video that will give you guys an idea of a little of what is involved in this scene. This is still a work in progress, so music and SFX have not been added yet.

https://youtu.be/mYTF_DLZOPQThroughout the design/building of SpaceVenture, we have been recording footage of it’s creation. To compliment the previous video, we thought you guys might want to see a little bit of the behind the scenes footage of how this scene came about. This sequence and puzzle design was the brain child of Mark Crowe. Here is a little footage of Mark talking about his vision for it.

https://youtu.be/e0d3zKdSejQSVREWARDS DIARY ENTRY 

For $30 backers and up, log on to the SVRewards website to view a diary entry behind the scenes video of myself(Chris Pope) discussing some of what it took to make the puzzle mechanics work. There is a “forgot password” option on the website but if you have problems logging in, please feel free to email contact @ guysfromandromeda.com. Remember, currently this is only for $30 an up backers. All behind the scenes materials will be released to everyone once the game ships.

 

Below is another glimpse at one of the final sequences in SpaceVenture. We aren’t gonna give any hint of what is going on here as again not to spoil anything. Definitely some fun to be had here at the end of the game for you though!

$150 AND UP BACKERS, THIS IS FOR YOU

This Thursday November 16th, we are gonna have a vote for three items in SpaceVenture. This will involve your 3 favorite villains seen in this image:

And it will also involve the hair style and outfit of one of the other characters in the game. Be on the look out via email so you can vote!

How to vote?

Keep an eye out for a Kickstarter message to come through email. That email will contain a link so that you can vote!

Thanks everyone!

Chris Pope a.k.a your local intergalactic SpacePope

Hero-U Project Update #91: Hero-U: Rogue to Redemption

Finding the Balance
Finding the Balance

Balancing the Testing Process

So far we’ve proceeded very cautiously with pre-Alpha testing of Hero-U: Rogue to Redemption. Sierra never sent unfinished games out “into the wild” until they had gone through weeks of in-house testing. There was no Beta testing for any Quest for Glory or our other games.

Looking back, I shudder at that process! It “broke” a couple of times, notably with Quest for Glory IV. Players started out in a cave, made it out… and frequently crashed the game in the next scene. Very few people had online access then, so there was no easy way to patch the game and fix the hundreds of problems with the shipping version.

With Hero-U, we are making sure we don’t repeat those mistakes. We started out by letting a few backers test part of the game. Sure enough, something broke. Oddly, it wasn’t Hero-U! Instead, we found ourselves debugging the bug-finding process. Our ISP wouldn’t let us send out registration confirmation emails. Then the bug reporting tool itself broke.

We are also balancing putting the final touches into the game while resolving hundreds of reports. Most of these are things such as corrections to spelling and grammar (in several languages due to the game setting). Some are more serious – players found they could get rich by finding the same leather jacket over and over, and selling the extras. (That also happened in Quest for Glory II, where players could get rich harvesting the Dervish’s beard.) A few have been actual game stoppers.

This is normal and good. The small QA staff at Sierra often filed thousands of bug reports for a single game before they deemed it ready to ship. My personal best was about 100 reports on Castle of Dr. Brain, a relatively small and simple game that we all thought was rock-solid before we handed it off to QA. According to the QA lead, yes, 100 bugs *is* rock-solid. 🙂

So You Want to Be a Tester

Bug? Or Advanced Hiding Skills?
Bug? Or Advanced Hiding Skills?

Over the next month, we will gradually open more areas of the game to testers, and we will also invite more testers with each “build”. If you backed Hero-U at a level that included Alpha and/or Beta test privileges, keep an eye on your email for an invitation from the support account at hero-u.net.

I will offer test builds to the rest of our Alpha testers over the next few weeks, and we hope to move into the Beta phase in mid-November. Entering Beta testing will mean that we believe the game is completely playable, although it may still have some rough edges. Beta will continue until we are satisfied that the game is complete, crash-free, and fun to play. Being a playtester is both exciting – you get to be one of the first to see a new game – and at times frustrating. You will report a problem – possibly a showstopper – and it may take us two weeks or more to fix it. Playtesting is not for the faint of heart.

What does it mean to be a tester? You will get to experience the often chaotic process of bringing the game from “almost done” to “truly ready for release”. Lori describes it as attending a series of dress rehearsals for a theatrical play. At dress rehearsal, everything can and will go wrong – costumes don’t fit, actors forget lines, the door of the set falls open, and people keep missing their cues. It looks like “insurmountable obstacles on the road to imminent disaster.” (Shakespeare in Love)

Yet, somehow, when the curtain opens the next day, everything comes together and magic happens. How? “It’s a mystery.” (same film). In reality, of course, it’s a combination of hard work and getting the feedback we need to solve most of the problems with the game.

Streets of Caligari (Work in Progress)
Streets of Caligari (Work in Progress)

Getting the RPG Balance Right

Playtesting is also a “matter of balance”. As with most role-playing games, Shawn will face increasingly difficult challenges as the game progresses. To handle them, he will have to become smarter, more fit, more charming, and more agile.

How much money does Shawn need? How much time does he have to complete a challenge? Is he strong enough to endure the hardships he faces? We want to make sure that he has the skills he needs at each stage of the game without making the challenges too easy.

Hero-U is designed so that most, possibly all, combat is avoidable. Shawn can sneak around enemies, steal from them, and use diplomacy to avoid fights. Some of our playtesters may choose the “peaceful path” and make sure that the game is completable – though more difficult – without combat.

Others will specialize on checking combat and skill improvement balance. We want to make sure players can realistically improve Shawn’s skills enough to tackle challenging puzzles late in the game. Of course, it’s also fun to watch Shawn improve through his actions.

Then there are the relationships. Shawn should be able to make friends with most of his classmates, maybe even reaching True Love status with one (or two or three, if he plays the game that way). How many “One and Only” rings can one Rogue find and give away? Is Shawn a genuinely nice guy or a devious trickster? It all depends upon the choices that the player makes. All actions have consequences. That’s why we need a huge cadre of testers – there’s so much variation to the game.

Keeping in Touch

If you move or change your email address, please make sure you let us know on BackerKit. This page should work for all backers: https://hero-u-adventure-role-playing-game.backerkit.com/backer/review.

Let your friends know that Hero-U: Rogue to Redemption is at last nearing completion. They may preorder the game at a discount, or order a Meep (yes, we still have some left) at http://www.hero-u.com.

What’s the Schedule?

We had hoped to reach Beta testing around this time, with a possible game release by mid-November. Realistically, there is still too much to do. We’re now looking to reach Beta in mid-to-late November, with a game release in December or January. Once you get your copy of the game, please check back regularly to see if we need to patch it post-launch.

We will likely ship the physical goods – mostly posters, yearbooks, and boxed copies of the game – about three months after the digital game release. That reflects a combination of lead time, leeway to make game patches before pressing physical disks, and time Lori and I expect to be devoting to publicity, preparing the physical add-ons, and the myriad administrative tasks that suddenly appear every time a game is released.

An Interview with the DOS Games Club

Lori and I had a chat with two of the leaders of the DOS Games Club (https://www.dosgameclub.com/interview-with-the-coles/). This is a group that picks an old MS-DOS game each month. Everybody plays that game, then meets to discuss it, similar to a book club. Back in August, they all played either Hero’s Quest or the remake, Quest for Glory 1. Martijn reached out to us to learn more about how we made those games, and we were happy to share our experiences. You can visit the above link for more information, or download the podcast directly at: