Hero U – Project Update #59: Hero-U: Rogue to Redemption by the Quest for Glory designers by Corey Cole

Meep Enjoying Autumn

Meep Enjoying Autumn

Next week is Thanksgiving. In America, this is a time to sit down together with family or friends to indulge in serious feasting. Turkey with dressing and cranberry sauce, spiral cut ham, mashed potatoes, and pumpkin pie are among our favorites. My birthday falls on or near Thanksgiving each year, so I’ve adopted pumpkin pie (with oodles of whipped cream) as my preferred “birthday pie”.

As (nominally) adults, we’ve maintained and extended the tradition of Thanksgiving revels by inviting friends over for an extended weekend of role-playing gaming. We’re looking forward to a great one this year.

Giving Thanks to You

Thank you very much for your continuing patience and support as we continue to add dialogue and other content to Hero-U. We couldn’t do this without your support.

We’d like to help you with holiday gift-giving, so we have lowered the prices on all Hero-U collectible merchandise by $5. We’ve also added a holiday special – the awesomely cute toy Meep along with a Hero-U keyring – at an additional $5 discount (limited to the first 100 orders). Quantities on t-shirts and baseball caps are extremely limited. When they go, they’ll be gone for good.

Meep and ChainMeep and Chain

Visit http://www.hero-u.net/hero_u_collect.html to take advantage of our Holiday Special discounts. Friends DO give their friends Meeps.

Of course, Hero-U: Rogue to Redemption preorders also make great gifts for your game playing friends. Our preorder store is http://www.hero-u.net/hero_u_preorder.html. Every preorder helps us polish and improve the Hero-U experience.

Two Years On

Today marks the two-year anniversary of the Hero-U: Rogue to Redemption funding campaign on Kickstarter. We’ve gone through many changes since then. Our original delivery estimate of October 2013 proved to be ridiculously optimistic. We based it more on the amount of time we could pay the team based on the Kickstarter contributions than on the actual requirements of building a unique new game. At that time, it didn’t occur to me that we could use a combination of Kickstarter and other funding sources for the game.

I have resisted posting a new release date because we have had so many unknown factors, each causing more delays. Now that we are at 90% complete on art and music, and making good progress on the game writing, Lori and I have committed to a release date of Oct. 15, 2015. So, yes, two years into a one year project, we have exactly as much time remaining as I originally estimated the whole project would take. Project estimation is evidently not my top skill.

Actually, it’s that the project is not what we thought it would be when we began the Kickstarter campaign. However, the real issue turns out to be in the work Lori and I are doing, which in turn involves some promises we made during the campaign.

We promised that Hero-U would be a game in which relationships are critical, story comes first, and that the game would support multiple styles of play. Those were some pretty big promises, and they are proving very difficult to fulfill. The events in Shawn’s dorm room took almost two months to write and script, adding a number of improvements and new features to the Composer scripting tool as we discovered the need for them. The Rogue Classroom has taken about a month. Fortunately, those are the two most dialogue-intensive scenes in the game.

We expect to complete the writing and scripting in 4-6 months. We will need another 1-2 months to finalize and tune the combat system. Originally I planned on a 1-2 month testing period. However, now that we have a better idea of the scope and complexity of this game, we know that it will need much more testing than that. After much discussion and creating a “backwards calendar”, Oct. 15, 2015 stood out as the achievable delivery date for the game.

Gog Temple in the Sea Caves

Gog Temple in the Sea Caves

Kickstarter Projects – Large and Small

Our favorite adventure game designer is Ron Gilbert, lead designer of Maniac Mansion and Secret of Monkey Island among other awesome games. A key collaborator on those and other great LucasArts games was Gary Winnick.

Monkey Island might just be the best adventure game ever written, so it’s pretty exciting news that Ron and Gary are running a Kickstarter for a new retro-style 2D adventure game. Two days into the campaign, it’s already halfway to the goal, so we’ll get to play a new Ron Gilbert adventure in 2016! You can support Thimbleweed Park at https://www.kickstarter.com/projects/thimbleweedpark/thimbleweed-park-a-new-classic-point-and-click-adv.

Megara Entertainment, creators of the Arcana Agency game books, are developing a board game based on the Lone Wolf game books. This project is also halfway to its goal and has a good chance of success. Lone Wolf uses stand-up cardboard figures and appears to be a fantasy war game on a board. If you enjoy imaginative board games, visit https://www.kickstarter.com/projects/1615043334/lone-wolf-the-board-game to help them make this game.

Late to the Party (https://www.kickstarter.com/projects/pyrodactyl/late-to-the-party-a-cold-war-espionage-rpg-in-the) is a Cold War period spy RPG by the makers of Unrest (https://www.kickstarter.com/projects/pyrodactyl/unrest-an-unconventional-rpg-set-in-ancient-india). The latter is an ambitious project based on the traditions and mythology of India. I supported that project, and the resulting game is interesting, unique, and fun.

Have you seen a Kickstarter or Indiegogo project that Hero-U backers would enjoy? Join the discussion at http://www.hero-u.net/forum/viewforum.php?f=6 to share it with everyone.

Hero-U Project Update #58: Hero-U: Rogue to Redemption by the Quest for Glory designers by Corey Cole

Happy Halloween!

Why We Update

I put some thought this morning as to the purpose of these updates. I think an update:

  • Reassures you, our backers, that we are still working on, and committed to, the project.
  • Keeps you informed about the project status.
  • Shares some cool things (and occasionally an Inside Secret) about Hero-U development.
  • Entertains you and/or provides something of value.
  • Encourages you to spread the word about the project.
  • Occasionally gives me a soapbox to share ideas I think are important.

Of course we can rarely fit all of those into one update. As it is, each update takes up at least a full day of my time along with a week or two of agonizing about what I’m writing. I keep hoping that, if I write enough articles and essays, they’ll become easier. That hasn’t happened yet.

Last month we received more comments than on any previous Update, largely due to three paragraphs talking about sexism, hate, and harassment in gaming. I’m gratified by the responses, both those in support and those questioning my viewpoint.

Since posting that Update, I have read more news about death threats and other hateful letters to developers (Brianna Wu recently and Robert Bowling in 2012). This has to stop. Apparently hard work and even moderate success are crimes to some people.

Lori and I are very grateful that we have never had to deal with that. Still, it is difficult to write anything, knowing that any misplaced (or misinterpreted) word can lead to a firestorm of anger and even hatred.

Witch Way Did They Go?

This is our favorite time of year. The weather has cooled off, leaves change color, and Halloween will be here soon. We love looking at kids in costume, breaking our low-carb diet to eat too much candy, carving jack-o-lanterns, and decorating the house even though we rarely have visitors. I’m a big fan of pumpkin pie and pumpkin spice lattés.

Hero-U: Rogue to Redemption has a nod to Halloween and the Central American “Day of the Dead” celebrations in our “Noctes de Mortuis” or “Nights of the Dead”. This is the time when the wall between the natural world and the land of the dead becomes thin. Ghosts inhabit the castle, and with the proper ritual, the living can communicate with them.

Besides being cool, the Noctes allow the player to get more information about the other students and some of the past events at the castle. Hero-U is a mystery story, and players need clues to solve the mysteries. There are some major surprises in store if Shawn pays attention to the dead.

Paladin Memorial Sketch

Paladin Memorial Sketch

How to Succeed While Really Trying

What is success? It might be easier to define the opposite – What is failure?

The easiest way to fail is never to try. The person who is afraid to risk failure is one who will never have success.

Have I failed? Oh yes, over and over again. You can’t write computer code without failing repeatedly. You can’t write a novel or screenplay without throwing away multiple drafts that didn’t work out. The average successful entrepreneur has failed at least three times at previous businesses before succeeding once. I fail at multiple things every day. Without failure, there is no possibility of success.

I can’t even write an update or blog article without agonizing over it for days, weeks, or longer. It might only take a few hours to actually write the blog, but it takes a huge mind share and time to come up with ideas that I think others will want to read. I’m pretty good at failure because I’ve had a lot of practice at it. See my 2009 blog article on “SSECCUS” for some examples – http://www.theschoolforheroes.com/questlog/671/sseccus/.

There has been a disturbing trend lately of people complaining loudly about game developers that they do not “deserve” their success. I have never seen a successful person make a remark like that. We all know that, whether or not we like a particular game, every developer has put untold sweat, tears, and months or years of work into that game. If they get a spotlight as a result, that’s awesome!

With all that said, have Lori and I “failed” at making Hero-U? Heck, no! We haven’t “succeeded” yet, but we’re making great progress towards success. The background art and character design, in particular, are far beyond our original plan. As long as we keep working on the game, we are on the path to success.

Paladin Memorial Concept Painting

Paladin Memorial Concept Painting

Current Progress

The current status? Art is about 85% complete, design is complete, programming is at 50%, writing has just begun. Now that Lori has completed the game design, she is working hard on writing the game dialog. I am also much more available now to work on the other game text. We’ve completed 1,200 “lines” (some of them are really full paragraphs) of a planned 50,000. This will make Hero-U more text-rich than Quest for Glory IV, “the CD-ROM from Hell” according to John Rhys-Davies. John had 6,000 “lines” of narration to read; he told us they were the equivalent of 20,000 lines in an animation script.

We have spent, or have obligations to spend, about $150,000 beyond the initial Kickstarter income. We are still under the original $650,000 budget plan and expect to stay under that. However, obviously the schedule has suffered from the need to stretch out expenditures, team changes (we had to throw away $50,000 of work), and Lori’s and my time spent on other aspects of the business than writing the game. Making a dialogue-based graphic adventure game is neither fast nor easy.

The new Hero-U release date? I can’t promise a specific date, but it will be in 2015, and hopefully in the Summer. We should know much more by January or February.

Paladin Memorial in 3D - Work in Progress

Paladin Memorial in 3D – Work in Progress

Crafted With Love

Agustín Cordes’ company Senscape is making a game based on “The Case of Charles Dexter Ward” by H. P. Lovecraft. They are Kickstarting the project at https://www.kickstarter.com/projects/agustincordes/h-p-lovecrafts-the-case-of-charles-dexter-ward. Lovecraft and Edgar Allen Poe were the greatest authors of fantasy horror stories. Lovecraft was responsible for The Necronomicon, Cthulhu, Eldritch Abominations, and many other symbols of horror that have since become tropes.

Cordes has made several well-received horror games and the source material is great, so I think Charles Dexter Ward has a lot of potential. The funding drive is in the middle of the usual Kickstarter mid-campaign slump and could use some serious support to help make this game a reality.

SpaceVenture Project Update #99: Two Guys SpaceVentu?re – by the creators of Space Quest by Two Guys From Andromeda

Hey everyone! It’s time to get caught up on some of the goings-on within the SpaceVenture project! We’ve had a pretty eventful last couple of months as we have worked out the majority of the bugs we were having with the first third of the game along with moving into newer territory with the rest of the game.


Meet, Url (Pronounced as Earl). This little fella is someone you’ll come in contact with during your time at Nurb’s Landing. The concept art you see below was sketched by Mark Crowe, and we have a 3D model of him that is currently in progress.


So we’ve told you since the beginning that Ace has a friend named “Scraps”, who just so happens to own a scrapyard. A decent little chunk of the middle of the game will include some time well spent in this area. In fact, without spoiling much, I’ll confirm that you’ll need to piece together some pretty important items using some of the objects you’ll find there. The polished artwork for the scrapyard scenes are still a work in progress, but I did want to show you some of the concept art.

Want to take a closer look at that crane you see off in the distances?

Does this crane model remind you of something you might have seen in a Sci-Fi movie from your past? If it doesn’t, it might be time for you to get caught up on some 1980’s Sci-Fi flicks!


Probably one of the most exciting things I get to share with you all during this update is the fact that we’ve made some big leaps forward in terms of how the navigation of Ace’s ship works. Whether you’re a fan of taking matters into your own hands, or your less inclined to anything that remotely resembles an arcade sequence in an adventure game, we’re gonna have you taken care of.

Last time you saw this garage, it was empty, but not anymore!


Here is a screenshot of Ace’s ship coming in for a landing.

And here is a video of the landing/takeoff of Ace’s ship!


And lastly, this is how things look while navigating Ace’s ship through space!


Let me also say that all of these videos are still considered early testing of controlling Ace’s ship. Things can and probably will change. Let me reiterate to you out there that will be concerned about arcade type sequences in SpaceVenture, there is nothing for you to worry about. We are working on a great balance for the game.

As for the release of the game goes, things are still on track for 2015! I’ll give more info on that as I have it in a future update.


Some of you backers out there qualify for getting to vote on some of the game’s artwork. We aren’t gonna set an exact date on that just yet, but I did want you to know that it’s coming up. Be on the lookout for a future update mentioning how this is all gonna work! 🙂


The universe might implode at the sheer awesomeness of having three illustrious fan game developers, Guy From Andromeda Mark Crowe, SpaceVenture composer Ken Allen and Westwood composer Frank Klepacki all in the same podcast episode. But that’s exactly what’s happening here. Get ready for two hours of pure unadulterated nerdy space fun as we take a closer look at three retro style fan games — The Lost Chapter, Replicated and Decision of the Elders — complete with commentary by all three developers, along with some added incentives to play Replicated by our resident Professor Jess. Serena Nelson gives her lowdown on her favorite supporting character, and Mark Crowe talks about the inspiration behind Roger’s crew in Space Quest V. There’s also more fun to be had at Priapic Mountain Games’ CEO, Pete Toleman, and Josh Henry continues his epic fan fiction tale “Quest for the Two Guys From Andromeda.” And, as a special treat, our music pal Ken Allen sits down for a chat with the composer for Westwood’s Legend of Kyrandia and Command & Conquer series, Frank Klepacki.


Download Space Quest 0: Replicated here: http://wiw.org/~jess/replicated.htmlWatch Professor Jess and the Historian play Space Quest 0: Replicated here: https://storify.com/TorbenFrost/decaffeinated-jedi-and-the-space-quest-historian-pDownload Space Quest: The Lost Chapter here: http://frostbytei.com/space/Download NAGI, the AGI emulator for Windows here: http://www.agidev.com/projects/nagi/Download Space Quest -1: Decision of the Elders here: http://www.tonundtext.at/downloads/DOTE.zip

Thanks for all of your support everyone!

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

Hero-U Project Update #57: Project Progress and Game Industry News

August was a very exciting month for the Hero-U project. We made significant progress in art, programming, writing, and design. We also made some important decisions that will affect the entire game series.

Foodies and Scientists

Eric and Paul have completed the portraits for the Yearbook, and they look fantastic! Each portrait has been brilliantly painted and dressed up in official Hero-U robes.

Ifeteya Kinah - Our Culinary InstructorIfeteya Kinah – Our Culinary Instructor

I divided the Yearbook-level backers into seven categories – Warrior, Rogue, Wizard, Paladin, Bard, Scientist, and Foodie – according to each backer’s flavor text, name, and comments. We had no idea that Hero-U would include a Science Division and a Culinary Academy when we started this project!

Naturally all of the backers who submitted dog or other animal portraits are listed as Foodies – Dogs love to eat.

The Yearbook is not just a place to showcase our fabulous backers. It also contains information about the University professors and staff.

Evolving Art Style

Hero-U: Rogue to Redemption has gone through many changes in art direction. Originally we envisioned it as a 2D top-down “dungeon crawl” game in the style of MacGuffin’s Curse. We upped the ante on the art by bringing down the camera for an isometric look, but still using tiles to build the images. Then we made it look more like a classic Sierra game, but still isometric.

Since then, the look of the game has continued to improve and evolve. Earlier this year I announced that we have abandoned 2D animated characters in favor of full 3D characters modeled by Concept Art House. We have been using a mixture of 2D and 3D props and furniture, with the code going through contortions to make the 2D props look 3D.

Then along came Chris Willis, former Sierra artist and 3D specialist. Chris has done an amazing job modeling 3D scenes that duplicate the feel of JP’s painted backgrounds. As a result, we are moving farther and farther away from the concept of using tiles to create our scenes. Each scene is now a unique piece of 3D art.

Wine Cellar - 3D Model and In-Game Point of ViewWine Cellar – 3D Model and In-Game Point of View

Evolving Programming

Our last bastion of tiles in the game was the combat movement interface. By building everything on a grid of tiles, we had an easy way to specify positions and places where the player can move. The problem? Sometimes this resulted in stiff-looking animation or jerky movement.

In the meantime, we’ve changed some fundamental systems including the combat interface. By eliminating Action Points, we no longer need movement tiles. So Jonathan changed to a smoother movement system that looks much better. It’s also simpler, works better with Unity’s built-in systems, and has lower overhead.

Result – Goodbye, tiles. The system is now fully 3D and the game looks better than ever.

Further result – For the rest of the series, we plan to use all 3D assets. Everyone who has been struggling with making the 2D art work is much relieved.

More Insider News

If you backed Hero-U at one of the “insider access” levels ($175 or higher), check your Humble Bundle Hero-U page by clicking on the “eBooks” button just to the right of “Choose platform”. We’ve posted a second Insider newsletter covering March to June 2013. Chris has written the third newsletter (July – Sept. 2013) and we will post it this week once we finish adding illustrations and formatting. We will keep posting these insider reports throughout project development.

Love, Hate, and Women in Gaming

We have been very disturbed by the degree of hate towards indie game developers, and women developers and players in particular, on many web sites. Personally I think it comes from jealousy – The commenters want the publicity and success of the game developers without devoting the years of 60 hour weeks that it takes to build a game.

Unfortunately, a lot of this has come across in the form of hate towards women. This isn’t new – Roberta Williams got hate mail for featuring Rosella as the main character in King’s Quest IV – but it is just plain wrong. Games can be fun with either a male or a female protagonist as long as the story reflects that choice. Buffy the Vampire Slayer with a male Slayer? Boring!

Shawn Could Have Been ShawnaShawn Could Have Been Shawna

Lori wrote about why we decided on a male character for the first Hero-U game at http://www.hero-u.net/leaders/why-shawn-isnt-shawna/. I assure you that we will have female protagonists in future games and that we will ignore any resulting hate mail. 🙂 We are proud of the strong female characters we created in previous games, and even more of the ones in Hero-U.

We have also proudly added our names to an anti-hate open letter on diversity in gaming and the game industry at https://medium.com/@andreaszecher/open-letter-to-the-gaming-community-df4511032e8a. We hope many of our backers will continue to speak out against hate and harassment in any form. This week I learned a new term – SJW or Social Justice Warrior – used negatively about people who harp about social justice in gaming and media. You know what? We’ll wear that badge proudly. Our games have always been about heroism, and yes, that includes social justice.

The Return of Sierra

Activision announced last month that they are reviving the Sierra label for a new indie game division. They are starting out with Geometry Wars 3 and a new King’s Quest game. There are some interesting quotes in http://www.polygon.com/2014/8/13/5998789/sierras-rebirth-was-made-possible-by-the-success-of-digital-platforms.

Lori and I are not currently involved with the new Sierra, but we won’t rule out the possibility of doing a project with them in the future. Hero-U: Rogue to Redemption remains a fully independent game funded by Kickstarter backers and our personal resources.

Crowd-Funding Projects You Might Like

Rose: Time Apart (https://www.kickstarter.com/projects/905533486/rose-time-apart) ends on Sept. 9 (tomorrow!). It’s an adventure game mystery game that promises an immersive puzzle-solving experience. They promise Oculus Rift and Ouya support as well as the usual PC/Mac/Linux platforms.

Stash: No Loot Left Behind (https://www.kickstarter.com/projects/frogdice/stash-no-loot-left-behind-pc-mac-linux-consoles) is an “online multiplayer RPG with turn based combat and epic amounts of loot.” It is ambitious and looks good. The campaign ends on Sept. 12.

The Fine Young Capitalists (https://www.indiegogo.com/projects/the-fine-young-capitalists–2) ends on Sept. 26. Games created by women who would not otherwise have had the chance to make a game. Proceeds will go to charity. My personal favorites are Afterlife Empire and My Eyes. Check out the projects and vote for your favorite at http://www.thefineyoungcapitalists.com/Voting.

Duke Grabowski, Mighty Swashbuckler (https://www.kickstarter.com/projects/venture-moon/duke-grabowski-mighty-swashbuckler-point-and-click) ends on Oct. 6. It’s a humorous point-and-click adventure in the vein of Monkey Island, and could be a lot of fun.

Do you love animated films? Would you like to see an epic Steampunk adventure starring two young female protagonists? Check out the beautiful Indiegogo campaign – https://www.indiegogo.com/projects/hullabaloo-steampunk-animated-film. This very successful campaign has already tripled its goal. It closes on Oct. 1.

Hullabaloo Episode 2 - Curse of the Cheshire Cat Hullabaloo Episode 2 – Curse of the Cheshire Cat

Hero-U Project Update #56: Truth and Consequences

Truth and Consequences in Hero-U: Rogue to Redemption

In the long-running game show “Truth or Consequences”, Bob Barker and the other moderators asked guests to answer difficult questions in two seconds. When they almost inevitably failed, they had to do something embarrassing (and funny to the audience) as a consequence.

There is no time pressure in Hero-U, but the consequences are still there. We like to give choices that matter to our players. This is especially important in Hero-U: Rogue to Redemption because Shawn does not start out as a paragon of virtue. He is a rogue and is trying to survive through stealth, guile, and subtlety. How he does that is up to you, the player.

There are no absolutely right or wrong choices in Hero-U, but there are always consequences. Tell a little white lie to a friend, and you can make them happy… unless they later find out you told a lie. The game doesn’t end, but relationships change. Those relationships influence later story elements and sometimes open up new possibilities.

The most serious consequence in life or a game is death. Originally we did not plan to allow Shawn to die in Hero-U, but backer feedback has reminded us that the possibility of death can have a positive effect on game play. Lori recently wrote about our new way of handling the chance of death in http://www.hero-u.net/leaders/a-matter-of-life-and-death/.

Truth has its place, but a Rogue sometimes chooses a flexible approach to what is true. Just be ready to face the consequences of your decisions. Death is always waiting, but Shawn is pretty good at cheating it… as long as you make good choices.

Choose Wisely Choose Wisely

 Insider Reports

I emailed our “Insider Access” backers a few weeks ago to tell them about the new “inside Hero-U” reports we’re posting to their Humble Bundle pages. A few of you wrote back to say you had trouble finding the first report. It isn’t obvious!

On your Humble page, look for the line (just under the preview video currently) that says “Choose platform”. If you have insider access ($175 tier and up), you will see “eBooks” as the last entry on that line. Click on eBooks to see the PDF file with our first insider access report covering January through March 2013.

Chris Fong has written the second report, covering April to June 2013. I plan to post that article to all of the insider access pages this week. We will add two more quarterly reports covering 2013. After that, we will probably go to monthly reports for 2014 and onward. Even after we release Hero-U, we will continue to document the marketing, game enhancements, and development of future games in the series.

We will also continue to keep everyone up to date here on Kickstarter, but the insider reports will have more details from our regular weekly development meetings.

The Kind of Games We Make

Lori and I are best known for our Quest for Glory games (originally called Hero’s Quest) at Sierra On-Line in 1989 through 1998. Two entertaining bloggers who specialize in replaying and rating “early” computer adventure and role-playing games are currently covering Quest for Glory II: Trial by Fire.

For the adventure gamer perspective, The Adventure Gamer’s take on Trial by Fire began at http://advgamer.blogspot.com.au/2014/07/game-45-quest-for-glory-ii-introduction.html. He also wrote about Hero’s Quest: So You Want to Be a Hero (later renamed to Quest for Glory 1) starting with this article: http://advgamer.blogspot.com.au/2012/11/game-26-heros-quest-introduction.html. I occasionally comment on his blog, and highly recommend it.

The CRPG Addict, as you would expect, looks at games from a role-playing viewpoint, so his rating criteria are different from those of the Adventure Gamer. Still, I am proud to say that both chose Hero’s Quest as their favorite game of 1989. The Addict’s articles on Trial by Fire begin at http://crpgaddict.blogspot.com/2014/07/game-154-quest-for-glory-ii-trial-by.html.

His entries on Hero’s Quest began with this preview –  http://crpgaddict.blogspot.com/2012/11/game-77-heros-quest-so-you-want-to-be.html. After rating the game in late 2012 playing as the Thief character, CRPG Addict returned to the game as a Magic User in this article – http://crpgaddict.blogspot.com/2014/06/revisiting-quest-for-glory-so-you-want.html.

On both sites, use the sidebar “Blog Archive” feature to find the rest of the articles in each series. While we’re back in Hero’s Quest, here’s a picture a fan sent us recently – the infamous Antwerp in action on her arm:

Beware the Bouncing Bicep Antwerp! Beware the Bouncing Bicep Antwerp!

Kickstarter Adventures Need Your Support

Oded Sharon has posted a one week Kickstarter project for Bolt Riley – A Reggae Adventure Game. The reason for the short campaign is so that the project can slip in under the final days of the OUYA #Freethegames fund matching program. The new goal is very reachable with a bit more support from adventure game fans. Please spread the word.

Lori and I consulted on this game in late 2011 to early 2012. Our work was mostly on part 2, so will not appear in this first game chapter, but a successful campaign could lead to later production of the 2nd and 3rd chapters.

Bolt Riley Chapter 1 Bolt Riley Chapter 1

The game is the story of a poor young man in Kingston, Jamaica who wants to become a musician. You help him achieve his goals by solving adventure game puzzles. The soundtrack is reggae music.

In Inherit the Earth: Sand and Shadows (https://www.kickstarter.com/projects/1867564967/inherit-the-earth-sand-and-shadows), intelligent foxes and other furry creatures try to prosper in a hostile world. The game is characterized by a lush art style, strong story, and challenging puzzles. I enjoyed the first Inherit the Earth:Quest for the Orb game.
Inherit the Earth: Sand and Shadows Inherit the Earth: Sand and Shadows

I’ve gotten a little tired of games, films, and TV shows that keep getting darker, grimmer, and more horrific. Inherit the Earth has drama, but is more upbeat in graphics and story. I’d like to see more games like this. The developers will need a strong push to reach their Kickstarter goal.

Jenny LeClue (https://www.kickstarter.com/projects/mografi/jenny-leclue-a-handmade-adventure-game) is a beautiful choose-your-path adventure game looks like a big budget animated film. Thanks to some very dedicated volunteer developers, the campaign has a modest goal and a realistic ship date. I could learn from their project scheduling.

The art is terrific, the developers have a sense of whimsy, and Lori and I think this will be a fun game. I’m sure they could use some extra support to help them improve Jenny LeClue and build up their team.

Jenny LeClue Jenny LeClue


SpaceVenture Project Update #98: An update about BUGS! Oh and our new debug console, new inventory UI, Milo, new scene, and more!

Hey everyone! I’m excited to bring you some updated news on how things are going with SpaceVentrure! We have definitely not been idle. The team has been very focused on moving forward and getting things done.


One of our biggest pushes as of late is to stabilize our most current build. We made a big three week push to knock out some issues we’ve had with certain scenes of the game. As we are moving into the 2nd and 3rd portion of the game, this is very important so that the same bugs don’t keep cropping up in the later scenes. Not that dealing with bugs is the most exciting thing to do in the game development process, but I did want you all to know that we are pushing that hard.


Some of you keep asking for some under the hood stuff, so here you go. Recently, we had one of our programmers(Patrick Johnston) create us a debugging console that would help in turning needed things on and turning unneeded things off while we play tested the game. One good example of this is when we are play testing a scene in the game and in order to solve it, we need a specific piece of inventory or another situation is where we might need to jump scenes quickly or flag a function on or off. We had ways of doing this in the past, but with this console, life is much nicer 🙂


We’re also very excited about how our inventory UI is coming together. One thing we are really trying to push is intuitiveness on SpaceVenture. The old inventory UI was located at the bottom of the screen and all you had to do is move your mouse cursor down to the bottom and it would appear. The problem with the old inventory UI is that it took up a lot of space that could be put to better use in game play.

See below:

We’ve created a small icon that (at the moment) appears in the upper left hand corner of the screen. You can move your cursor over it and the inventory springs to life. Don’t worry, there will be more than one way to get into the inventory. But with this method, we’ve freed of major real estate at the bottom of the screen.

Check out this small video I made demonstrating it:

https://www.youtube.com/watch?v=8IpMAIc_CO0&list=UUS-eEjsG3ZgQYghoaGuVNFgPlease ignore the fact that the icons are so big when you click on them, that will eventually be modified.


One of my favorite characters in SpaceVenture is little guy named Milo. He’s a tricky little sucker and he plays a major role in the goings on within the game. Is he a good guy? Is he a bad guy? Is he a baby? Or is he a man? Or is he a baby man? Time will tell.

Mark was working on lighting effects for Milo. He put together a fun little video show casing what he was working on.

https://www.youtube.com/watch?v=I6SWeEEtlos&feature=youtu.beA NEW SCENE TO SHARE

You guys already know that the scenes for the 2nd and 3rd portion of the game are in the works, but I wanted to share with you a scene that will show up in both portions of the game. Keep in mind, it’s still a work in progress and is without polish.

This is Scrap’s garage, where Ace will often need to visit for different reasons. You might notice a couple of things are blurred out, but there is a really cool reason for that 😉


That’s right folks, the SpaceQuest Historian has returned and has put out the first episode for your listening pleasure. See below.


“Fandom Through The Ages”


It’s time for more podcast mayhem from the Space Quest Historian. Join him on a trip down memory lane as he recounts the genesis of on-line Space Quest fandom, ably aided by someone who was actually there from the beginning: Prof. Jess Morrissette, owner of the first-ever Space Quest fan site, The Virtual Broomcloset.

You’ll hear from Chris Pope (the SpacePope) on what’s going down with team SpaceVenture. Also, get the scoop on the Space Quest III soundtrack with input from composer Bob Siebenberg, music editor and sound effects maker Mark Seibert, and fan musician James Mulvale.

Listen to all of James’ SQ3 cover tunes here: https://soundcloud.com/spacequest/space-quest-3-intro Listen to the original SQ3 soundtrack as composed and performed by Bob Siebenberg and Mark Seibert: http://www.spacequest.net/archives/sq3/soundtrack/ Oh, and Pete Toleman’s in there, too.

How to listen?


You can also check out the SQ Historian website here: http://spacequesthistorian.com/


Hey everyone, I’ll be going to SDCC again this year and have always enjoyed meeting you all. Unfortunately Mark and Scott will not be making it out this year, but hopefully next year.

If you’re coming out to Comicon, be sure to come by and say hi! I’ll be announcing my location at different times. The best way to find me is by following me on twitter: http://twitter.com/thechrispope or shoot me a friend request on facebook: http://facebook.com/thechrispope

I’ll also be carrying around the SpaceVenture collectible keycards. We give those out to the different Space Quest/SpaceVenture fans we meet in person.


Our buddies at Infamous Quests released their new game “Quest for Infamy” a few days ago and all you Sierra fans out there will most likely love it! So please go check it out here: http://www.infamous-quests.com/

Thanks for all of your support everyone!

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

Hero-U Project Update #55: Inside Hero-U

We continue to make good progress on Hero-U, particularly on the art front. I talked a few months ago about the issues we were having getting 2D character animation to look good in our “fantasy realistic” environment.

I am happy to report that Concept Art House has now completed all of the 3D character modeling and animation for the game, and it looks very good! Please visit Lori’s article about the “Anatomy of a Drat” on her Hero-U Leaders Blog.

Dire Rats Transformed Dire Rats Transformed


The art team has completed sketches of every scene in the game. They are about 70% complete on final painting and rendering. We should reach “art complete” in about 3 months. There is much more to this project than the actual game. The in-game and physical Yearbooks are also coming along very well. Almost 100 backers submitted photos, and Paul and Eric have turned all of them into works of art. Chris Fong is working on summarizing the last 18 months worth of meetings into a series of Insider Access articles. I will release these over time to the Humble Store pages of our “Insider Access” backers.

Disbarred Bards Disbarred Bards

On the programming side, the Composer tool is essentially complete, although Rob will add new features to it throughout Hero-U game development. Composer provides a structured way for us to create game content and put it directly into the game. It also has features that will allow us to localize Hero-U into multiple other languages.

Composer Script from the Demo Composer Script from the Demo

Inside the game, Jonathan and Jerry have created a system that handles displaying rooms, props, and animated characters; letting the player interact with any object on the screen; and much more. Jonathan is currently back to working on the combat system now that we have finished animation approval. We are fine-tuning the turn-based combat interface to make it intuitive and exciting.

How You Can Still Help

Let your friends know about the Hero-U project and the www.hero-u.net web site. In addition to the Leaders blog and forums, we have two store pages. On the preorder page (http://www.hero-u.net/hero_u_preorder.html), fans can get a discounted price on the Hero-U game, digital sound track, art book, digital yearbook, and even access to beta tests.

The Collectibles page (http://www.hero-u.net/hero_u_collect.html) is the place to support Hero-U while getting cool limited-edition collectibles – toy meeps, t-shirts, caps, and keychains. Every purchase and preorder helps us pay team members and contractors so that we can make Hero-U: Rogue to Redemption a great game. Thank you very much to everyone who has backed Hero-U so far, whether by Kickstarter, PayPal, or Humble Store pre-order.

SpaceVenture Project Update #97: Release & Project Status as of June 6th

We are aware that there are a lot of questions from you, our backers, regarding when SpaceVenture is going to be released as well as made available for sale. There are many opinions and feelings, varying from the extremely harsh to the quite patient, though ultimately all wanting the same thing; the highest quality SpaceVenture possible. Some want it yesterday, and some have advised us to “take the time you need to make the best game you can.” We have worked hard to not abuse this encouragement.

We are very sensitive to the entire range of feelings. We ultimately intend to deliver to you the best game possible. We can hurry and release a gaming experience we aren’t as happy with, something we would be afraid and certain would be a let-down to you, or take the extra time to give you something we will feel good about in both our hearts and guts, a game worthy of your backing and patience.

We have avoided giving an official release date due to many major unexpected challenges we have encountered as we’ve progressed through the development process of the first new game by our new company. Everyone who has ever worked on a first project of any kind, and especially a game in a new environment, knows there are ‘growing pains’, especially with that very first one. We don’t want to delve into a laundry list of details. If you would like a taste of the issues mentioned in the past please feel free to read our October 16th update.

Having said all that, we have decided to give a soft estimated release time period of 9 months to a year from now without going into detail on why things have moved slower than each and everyone of us has wanted. That means if everything goes more smoothly than the first third, and we see absolutely no way it won’t, we expect to be done by March of next year. We will not let the game suffer due to being pushed by a hard deadline. Know that first and foremost, we are shooting for an adventure game the type of which we offered and for which our fans asked, an ‘old-school adventure with new tech and design lessons learned’ game you backed through Kickstarter and PayPal.

We know without any doubt this release estimate will frustrate most of you and infuriate others, but because of our passion for this game and adventures in general, we stand fully behind this decision. As we have said in the past, we have one shot at making the game great. That one shot will determine the future of the company.

Here is a breakdown of where things stand currently:


  • The story is complete.
  • Most storyboards and a good deal of concept artwork done for the full game are on Mark’s wall.
  • 1/3 of the game is mostly complete with polish. That includes artwork, game play mechanics, music/sfx, and narrative/dialog. (Please note that this has been a our major learning curve, and the achievement of this will definitely speed progress on the rest of the game. SO many lessons learned here!)


  • We have very polished artwork for 1/3 of the game and some scene artwork completed for the rest of the game. Although Mark is mostly involved in polishing artwork, he is also overseeing a couple of our artists working on scenes for the rest of the game along with animations and cutscenes.
  • Most of the animations needed in the game for Ace and Rooter are completed, something that’s a larger feat than most would think.
  • All non-Ace and Rooter animations are added and working in 1/3 of the game.


  • Almost all sound effects and music have been completed for 1/3 of the game.
  • The music is as complete as it can be at this point.


  • At this time no voice-over has been recorded for the game. Dialogue is fluid and we intentionally wait until as late as we can to book our talent and studio time. We are planning to go to the studio in three different recording sessions. The first recording session is coming up. We’ll post more details on that hopefully soon, As with the art, for each part of the game we will schedule our talent and studio time as late as is possible because, as we learned years ago, the dialogue also evolves for the better.


  • Of all the items listed in this update, programming is the one that has contributed the most in causing the project to move as slowly as it has. As mentioned in the October update, we had to design almost all the tools needed to make SpaceVenture ourselves since Unity has been in the past especially a ‘one size fits all games’ game engine. The good news there though is that we have been able to make very good progress now that the tools we needed are nearly complete.
  • We have a code base foundation that will be used for the entire game and as well as whatever we do in the future. We’ve essentially built our wheel.


  • In the past, Chris has tried his best to provide unique updates on the 1st and the 16th of each month. This was a decision made with the best of intentions but in reality is sometimes difficult to execute without becoming annoying to some because, even though there is always some progress, there’s not always something with a high-enough drool-inducement factor worth sharing, and we don’t want to give away too much in the updates. Chris will post updates as achievements warrant, to let you know we have something new and exciting or relatively interesting, or when something’s just too cool to not share. We will do our best to give you a clear view of the status of the project.

In Summary: 

There have been many challenges and setbacks that have slowed progress. Yes, there are things we should have anticipated, but also many we couldn’t. No matter how many games with which one is involved there will always be hard lessons along the way. These can be humbling. There have been many moments of frustration, even more for us than most of you. We’ve encountered and surmounted many hurdles, but such is the way of game development, as well as life in general. We are (almost all) merely human. With the exception of one team member, we’ve each had family health care issues that have impacted our performance and progress. Nonetheless, we will continue to push forward fueled by your enthusiasm, from those who’ve backed us from day one to those who’ve just recently become aware of what we are doing, and by our team’s passion for the game and our excitement over what is ahead. Through all of that we absolutely believe we’ll be proud of SpaceVenture, and you will enjoy the end result.

Thank you all for your support.

Guys From Andromeda LLC

Scott Murphy, Mark Crowe, and Chris Pope

Hero-U Project Update #54: Hero-U Art Process and Progress

Several backers commented on my previous update that they would have liked to read more about our progress with Hero-U. That reminded me that many of you might not know about Lori’s blog on our www.hero-u.net site.

Lori’s latest post is about the process we go through to create the art for each room or section of Hero University and environs, using the Wine Cellar as an example. This is the first “dungeon” area players will encounter in Hero-U.

Wine Cellar Color 3D DetailWine Cellar Color 3D Detail

The update is at http://www.hero-u.net/leaders/whats-happening/. While you’re there, look through some of Lori’s previous blog posts, visit our discussion forums, or browse the rest of the site. We still have some collectibles for sale, and your friends can preorder Hero-U: Rogue to Redemption if they missed out on the Kickstarter.

We will still be getting new art for several months, and we have a lot of programming and writing work to do after we have the art, so we still have a long way to go on the project. At this point, Lori and I are self-funding and not taking any salary or other payment. For now at least, we prefer that approach to the alternatives. We get to keep control of the project and the company this way.