New Video and What Makes Hero-U Different
Just a quick update tonight to share some very important news:
First, Lori has completely redone the project video. Please check out the new version and tell your friends. Perhaps they will see it and say, "Wow, I must join the true believers who are making Hero-U a reality." And that will benefit us all.
We have now passed 3,200 backers and are MORE THAN HALF-WAY to our goal with over $200,000 in pledges! Our backers are awesome!
The $2,000 Art Lovers tier is now sold out. When the Kickstarter closes, I will send screen images of all of the available paintings to the art lovers, let them pick their favorites, then allocate them according to the order in which they pledged at the Art Lovers tier.
Here is an example of our "2D Tiled Art that doesn't look tiled". This is still concept art, but it is very close to the way the catacombs will actually look in the game:
What Makes Hero-U Different
I did an interview for www.gamingfurever.com this morning, and just have to share my answer to one of their questions with you, our backers. Pablo Romero asked, "What's unique about Hero-U and its world? What kind of experience can your future players look forward to, once the game is finished?"
With each Hero-U game focused on a single character, the story can be tighter than in our previous games. And of course, making story central to a game immediately distinguishes it from most games being made currently.
We also have a dynamic mix of game play between the University, taking classes, studying in the library, making friends with other students... then going down into the catacombs, exploring, fighting monsters, and solving the mysteries of why Shawn got sent to Hero-U and what's going on in the outside world. Our plan is to have a strong balance between the story, character interactions, and role-playing elements of the game.
We're trying to create a game for which walk-throughs will be inadequate. Each player can make choices about how to interact with other students and teachers, where to spend their time, and on what they want to focus. All of these choices will have effects on relationships and the story, so the game may seem different to every player. That's a much different idea from watching a film or playing a tightly-scripted adventure game.
The constant for all players is that more of the game world and mysteries will open up for the player as the game progresses. Eventually you'll reach one of a number of satisfying conclusions.
We intend to let players save their status, then "import" that into future games. But it won't work like a Quest for Glory import. Shawn will be present in the later games, and what you did in the first one will affect his personality and elements of the story, but you'll be playing a different character with a completely different backstory and character abilities by then.
In the last game, all of that will come together through a Cunning and Subtle Plan that Lori and I hope we'll know how to pull off by then. :-)
Many of our fans say, "Your games were more than games to me. They inspired me to try to be a Hero in real life." This makes us really happy, because we have always tried to make our games have value beyond just the entertainment. Paul Shuler sent us this testimonial video several weeks ago.