Our new add-ons are proving very popular. We had an excellent day on Tuesday with about $8,000 in pledges and upgrades.
It's either that or that "a watched pot never boils." Lori and I spent the day digitally "filming" dialogue for a new version of the project video. After we complete Rogue to Redemption, and before we start another Kickstarter project, I think we both need acting lessons. :-) A mere 5 hours of rehearsals and filming for about 2-1/2 minutes of dialogue.
The video will also feature new concept art that is much closer to how Hero-U will look. They look great, by the way! Lori is working on putting it all together, and we will post it tomorrow afternoon.
We did an interview for Pixels for Breakfast last week, and they have a nice article up at http://www.pixelsforbreakfast.net/features/hero-u-corey-and-loris-quest/. We have several other articles and interviews coming up later this week.
We have had a lot of requests for a Linux version, but the team had concerns that spending time on making Linux builds, testing them, and getting them out to the Linux Beta testers might affect the development schedule. A few nights ago, I came up with a solution.
I have decided to personally commit to bringing Hero-U to Linux. Originally we planned this as part of our first stretch goal, but I came up with a new plan. After Hero-U: Rogue to Redemption is complete and on the way to our Windows and Mac users, I will personally port the game to Linux and - with the help of some of our passionate Linux friends - make sure the game is rock solid.
See, there's a little part of my history that 5 or 6 of you might not have heard yet. Before I was a game designer, I was a system programmer. My first job at Sierra was to translate the SCI game engine to the Atari ST and port the first four SCI games to the ST. I'll just put on my software engineer hat for this task.
Why am I doing it this way? It is so that none of the Kickstarter proceeds will be used for the port. I will be doing it on my own time after the game is complete, so that we can guarantee that the Windows/Mac versions of Hero-U: Rogue to Redemption are absolutely the best we can make them.
Welcome, Linux friends!
Art Lovers Redux
The Art of Sierra sent us a scan of one of the pieces available at the $2,000 Art Lovers tier. This is the Borgov Crypt from Quest for Glory IV: Shadows of Darkness. As the tier description explains, this is the original painting scanned to create that scene. It's about 6"x9" on art board:
From Here to Eternity
Several backers noted that one of our add-ons offers a digital game key to our planned second game in the Hero-U series. They asked, "What about the in-game rewards such as paintings and headstones in the crypts? Will these be in all the games of the series?"
The answer is a most resounding, "Yes!" The game play will change dramatically in the second game because you will play a Wizard character with a completely different background from Shawn's. And you will get to see parts of the school that Shawn could not reach. However, it's still the same University, and even the same school year, so all of the paintings, statues, crypts, and the three wings of the school will still be the same.
If you pick a tier or add-on with an in-game feature, it will be part of the game for the entire Hero-U series. It's your own personal connection to our game world.
Some Other Worthwhile Projects
I'm currently supporting two other game projects on Kickstarter, and wanted to give a shout-out to them so that our supporters can check them out.
Shadowgate is a new version of a classic RPG. I have not played the original, but this project looks really good and has a reasonable goal. I'm also supporting it because the company - Zojoi - brought Sherlock Holmes, Consulting Detective to computers. The original paper game is one of my favorites, and I would like to see them succeed.
Divine Space describes itself as a "Sci-Fi Action/RPG". The project is being made by a Russian company, and it looks very interesting. They want to make their game free-to-play and on tablets, a very hard sell on Kickstarter. I like it because it looks like a fun game, but also has strong educational qualities. They are having a hard time getting noticed because their team is well known in Russia, but mostly unknown in the West.
Check out their project and consider pledging at least $1. I consider that worthwhile just to read their Update #12. It talks about how we as gamers on Kickstarter can really make a difference in the future of gaming and of the world. I'll try to get permission to repost their update on my Quest Log blog, because it's a message I consider very important.
Psirenne on gog.com: The more they say about this game, the more I think that this game simply *must be made*. My favorite revelation when playing QFG was that the puzzles had different solutions for each character class. At a certain point, I realized that I was playing through the magic user as if he were a fighter, and just casting the "flame dart" spell on every enemy that I had slung a sword at in my previous play-through.
When I realized that you could solve the Kobold puzzle in game 1 without ever even awakening him - much less killing him - I saw that flame dart was probably the lamest spell in the mage's arsenal. So began an entirely new type of experience, trying to figure out creative ways of using spells to get around the puzzles that the fighter had to fight his way through.
Now, they're talking about having not just 3 solutions, but possibly many more. Maybe they're overcommitting - I'm not sure. But they seem to be aiming at a bullseye that no other game designers out there right now are even aware of. As I said, and as so many others are saying, this game just needs to get made.
And here's a video testimonial from Steven Alexander, one of the founders of the Quest for Infamy project: