Okay, I'm just going to dive into the big one - the one I get the most questions about - shipping. I'm back in the groove with shipping again - I had a couple months there where I put things off and had little time to do it, and it kind of snowballed to a point where it was both a giant monkey on my back and I was the ostrich with my head in the sand. I'm sorry - mea culpa here. I've got a lot of responsibilities, and time is really not on my side at the moment. It's only me that is handling the shipping, so it can be slow going. Luckily, several friends of mine and my brother-in-law, who saw I was drowning, came to my aid and started helping me package more items up to get them ready to go out. We've made a couple trips to the post office to send things out, and more will be made. I have a goal to try and get at least 10 packages out a week. So hopefully, we can get these all out. The first wave should be arriving to people in the next week or so. If you need to correct your address or anything, let me know now - sending an email to email@example.com is probably the best way to ensure I get the info! Here's some pics of the latest stuff we've been working on. I thank you, again, for your patience on this - I'm sorry that shipping has been the biggest hardship I've had as a game developer.
QUEST FOR INFAMY: SPECIAL EDITION
Shawn and I have been working on what we're calling the "Special Edition" of Quest for Infamy. It started off as a simple v2.0, but we decided to go in and add some features and ideas we've had - we'll have a more comprehensive list of additions and changes in the future, but some of them include moving the games aspect ratio from 320x240 to 320x200, to get a more rectangle aspect ratio, instead of a square one. This includes us having to resize and re-do some of the GUIs, and write code to decide what portions of art are visible in the viewing window of the game - it adds a nice dimension to the game, and it looks nicer on today's 16:9 monitors. We're also adding an alternate control scheme that should allow us to port the game more easily to mobile platforms, but it'll also be able to be used in the desktop/PC versions. As well as these changes, we hope to be able to create a stable Mac build that can run on its most recent OS. As far as gameplay, we're adding a few minor things, a couple surprises, and a few general tweaks we hope make the experience better. In the past few months, I've been playing QFI as a gamer for the first time in a long time, and I really have to marvel at the size of the world we created and the variety of quests, tasks and story threads we created for the game. Playing the game as a different class each time, I discover more little things we put in each class - and I also had to laugh at many little surprises and features/easter eggs we've put in that people still haven't found yet.
This leads into...
QUEST FOR INFAMY: ROEHM TO RUIN
Shawn and I had almost all of this game complete towards the end of last year - but we knew it was missing something, and we were missing something. It's a short game - not a full length game like QFI was, but a fun companion piece - but we couldn't put our finger on what lacked. So we stepped back from it for a bit, and recently, we've come back to it. It's like revisiting an old friend, and we're back to finishing this up. It's got silly self-referential adventure game humor, puzzles, thievery, witty sayings, not so witty comebacks, drinks, funny and great animations, and just a whole bunch of wacky stuff. Stepping back, reevaluating, cutting, editing and adding is just what we needed. We're hoping to have Roehm to Ruin done around the same time as the Special Edition, so together you can get a larger Quest for Infamy experience.
Well, Infamous Quests is a skeleton crew these days - Shawn (Klytos) and I are the only ones currently working on the games. Much of the crew that has worked on our previous games have moved on to either other careers, other projects or have disappeared! We still have contact, however, with several of our artists, and though our time is limited these days and our budget is non-existent, we'll be finishing up these last projects we have, including the ones mentioned above and "Order of the Thorne: Fortress of Fire".
We've had an amazing time making adventure games since early 2012 when the original "Team Infamy" came together to make the demo of QFI that now comprises up the "First Day" of the game. I just want to salute the hard work of those guys - they made an incredible game, along with the other team members who joined post kickstarter and contributed their talents to creating our ultimate dream-game. They're the real heroes here - they worked long and hard to help bring our vision to life, and it was basically lightning in a bottle. Though not all promises of the great Adventure Game Kickstarter craze of 2012 were fulfilled or worked out as some hoped, there's still life in the genre and I feel like there's still a chance for adventure games to be both awesome to play and a viable source of income for developers.
Thanks to all of you who contributed, not only to us, but to other adventure games - because you loved them, because you believed in them and because you played them, you made Adventure Games matter. I'm proud to have been involved in at least some small way, as both a developer and a fan. I know even as life goes on and our future as Infamous Quests is uncertain, I'll always be making some kind of silly game - the kind of games I like to play, the kinds of games I grew up playing, and the kinds of games I'll continue to admire.
If you've made it this far, thanks for reading. This has meant the world to me, and you have meant the world to me. I am sorry to the people who are upset and have felt left down. Wishing you all the best in the future, and I hope you'll all be pointing and clicking your way to glory. Or using a parser if you're super old-school. Thanks for letting me guide some of the finest damn people on Earth into creating Quest for Infamy.
REMEMBER IF YOU NEED TO CONTACT ME - firstname.lastname@example.org