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Remember the Space Quest series from Sierra's duo the Two Guys From Andromeda? Well they are back & making a brand new SpaceVenture™!
Remember the Space Quest series from Sierra's duo the Two Guys From Andromeda? Well they are back & making a brand new SpaceVenture™!
10,809 backers pledged $539,767 to help bring this project to life.

Project Progress as of July 2017

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QUICK RUN DOWN OF THINGS STILL IN PROGRESS:

  • Last scenes in the game are still being worked on. 
  • Along with polishing scenes, we are debugging certain areas in the game that haven't seen a lot of TLC since the early days of the project. 
  • Cutscenes that needed to be added are currently still in the works but we've completed more since the last update.  
  • 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.
We are working as hard as fast as we can and promise this game will get done. We do realize that a lot of you are angry and we are doing our best to keep our noses to the grindstone and finish this game outright. In that regard, we aren't gonna keep saying the same things over and over again. Please read the last update if you need a review on our thoughts on it all. As always, thanks for your continued patience. 

AN UPDATE ON SPACEVENTURE'S NAVIGATION SYSTEM 

As mentioned in a previous update, we've worked really hard to make the SpaceVenture universe have that 'BIG' exploratory feeling that you probably got in some of the Space Quest games. In fact, we have a game developer that is dedicated just to our navigation system, that's how important we feel it is. You as the player should be able to revisit favorite areas of the game just like in the later Space Quest games. 

In the video below, one thing you're gonna notice here is some different ships. In fact, when playing SpaceVenture, you'll be seeing different combinations of ships every time you return to Hyperspace. Another thing that has changed recently is the ships have much better AI. When we originally showed you all the navigation system, the ships were all just canned animations with no scripting. Now the ships actually have some AI and can respond and interact with Ace's ship as he cruises along the Hyperspace beltway. 

 A couple of things to note in the video. The frame rate is a bit low in the recording, sorry about that. The music you'll hear is placeholder but represents something similar that is planned for those areas of the game.  

ACE GETS PULLED OVER BY OFFICER QUICKSILVER

One of the remaining cutscenes that is currently under way features Ace getting pulled over by officer Quicksilver. As you can see, the cutscene still needs a lot of work, but we thought it would be fun to show you guys one of the few remaining cutscenes that is currently being worked on right now. 

 MEET CENTARI CORPORATION'S EXECUTIVE STAFF

In one of the game's key cutscenes, Milo Forbin, the CEO of Centari Corp is having a executive staff meeting with his top lackeys; who appear before him as projected holograms. They are a "rogues gallery" of bad eggs from across the universe whos resemblance to any popular Sci-Fi villains from films, TV or comics is purely coincidental.  

WE'VE GOT BOX CONCEPT ART

For quite awhile now when needing a break from some of his other art related tasks, Mark has been working on what the SpaceVenture box is gonna look like. It's my pleasure to show you the concept art for the game box right now. A couple of things you should know about the box.. The name, SpaceVenture: Ace Quest is just a name we've been chewing on for quite a while. We have not officially decided on it yet. We would love your feedback on that. Secondly, the text on the back of the box is not meant to be readable. It's just placeholder to get a feel for the looks of the box.  

BEHIND THE SCENES WITH KEN ALLEN

As all of you know by now, Ken Allen worked at Sierra On-Line along with Mark and Scott. He also created music for multiple Sierra games, Space Quest 4 being among one of the most notable. Ken has put together a little behind the scenes footage for all of you regarding how he does sound design for certain pieces of the game. This footage demonstrates Ken doing sound for part of the Taco Nova sequence of the game.

MEET MARK CROWE AND CHRIS POPE AT SOME UPCOMING CONVENTIONS 

 

JULY 21ST - 23rd

Chris Pope the Space Pope will be a guest at this years AVCon in Adelaide AU July 21st - 23. Come by and meet him in person. Be sure to haggle him about why the game is not done yet! Chris will be armed with some collectible keycards. 

AUGUST 11TH - 13TH

Mark Crowe and Chris Pope will both be guests at Game On Expo in Phoenix Arizona. Come by and meet them both and join them for some fun discussions/panels. 

NOTE: these convention appearances are paid for by the conventions. No money from the project is being used for these appearances.

Update: A walk around the Two Guys From Andromeda Space Dome

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Greetings and salutations SpaceVenture backers. We have another update here for you. First off, as always, we want to make sure everyone knows we are still pushing hard to get SpaceVenture out. A lot of you have made it clear you're chomping at the bit ready for the game to be done. We hear you and are working extremely hard to get the game done as fast as possible. In the past we have let you guys know some of the things that have slowed us down. If you aren't familiar with those things, please take a look back at some of the previous updates. 

Lately, we have been silent in the comments section of our Kickstarter page. That being said, there are some things that we would like to quickly address here so you know our thoughts. You all have every right to speak negatively or critically on some of the causes of the delay to the game. We hope you all realize that none of the team ever expected things to go on as long as they have. A lot of folks probably check in on the project on occasions and get upset when they notice the game is still not complete. Those same people can push the game from their mind and not worry about it again until they decide to check back in. The team lives with this day in and day out. Everyone on the team cannot wait for the day that the weight of the game is lifted from our shoulders. That is not to say we haven't enjoyed working on SpaceVenture, and that we don't appreciate the fact that you backers gave us this opportunity. None of us regret working on the game. This has been an experience that we will never forget. We just hope you understand that there is real stress in getting it out, and hope you will continue to be patience with us. We are all real people with real life stuff going on, and we are taking the responsibility of getting the game completed very seriously. 

In saying all that, we aren't asking you not to criticize or say negative things. You have every right to. We only hope you will understand that we are not purposely trying to make the process any slower. We want the game complete probably more then anyone. One of the main reasons it has been a slow process is because of the high quality we are aiming for.

We are very much aware that we keep missing deadlines. We are pushing as hard as we possibly can to not keep up this pattern, but hope you all will understand that we are not going to give another deadline out until we finish a lot of the items that are listed below.

Rest assured, we will complete SpaceVenture. It has been slow going, but this will not be one of those Kickstarters that get abandoned. Again, thank you so much for the patience.

So what is the status of the game?

  • The last few scenes in the game that have puzzle related material are still in the works. There is some artwork that still needs to be finalized and some puzzle mechanics to work out. 
  • We have a few cutscenes that are still slated to be completed, including the game ending
  • There are a few death sequences that are still in the works for Ace. Some of which will be voted on by backers hopefully very soon.
  • Most scenes have gone through the polish process artwork wise, but still have to pass through testing for bugs before we go into full beta testing. 
  • Music for most areas of the game are added where music is warranted. There are still a couple of scenes that need music including the last areas of the game as well as the ending sequence
  • Sound effects have been added for the large majority of the game, but there are still a few areas left to complete
  • The vast majority of "look" messages are added to the game with exception to the last few scenes
  • Voice over has not been recorded but we are in the process of selecting the correct voice actors for all the parts in the game, and will hopefully have news on that coming up.

THE TWO GUYS FROM ANDROMEDA SPACEDOME

Going as far back to the original Kickstarter pitch with our playable concept art pieces, we showed you all of a Two Guys From Andromeda Space dome idea. There is a whole sequence of the game in which Ace Hardway gets a call from none other then the Two Guys themselves involving their in-dome swimming pool/lagoon. Ace eventually makes his way to the dome only to find that the Two Guys haven't exactly made it easy for him to get to where he needs to be in order to fix the problem. 

This is image of the old artwork for the Dome that was put together in the Kickstarter campaign:

Below is a look at the huge artwork revamp that has been done on the Space Dome. This is how the dome currently looks in game:

One of our SpaceVenture artists, Patrick Parish, worked hard with direction from Mark on making this scene look absolutely amazing. 

This sequence of the game has quite of bit of hilarious content we think all of you will enjoy, not to mention some huge plot points that will take place. The dome has gone through a massive overhaul artwork wise that we hope all of you will love. Check out the exploration video below.

EXPLORING SOME OF THE DOME

This video features a fun new tune by our composer Ken Allen.

NOTE that this video is fuzzy due to compression, and parts of the scenes are still a work in process.

THE TGFA LAB

After finally meeting the Two Guys in person, Ace will need to make his way down below the interior of the dome into the pump house to repair the pool/lagoon. In order to get to the pump house, Ace will need to pass through the Two Guys development lab. The lab happens to be the place where the Two Guys design and work on their latest projects.

Things can get real spoilery here so we aren't gonna say too much about what to expect, but we thought you guys would like to have a look at the scene itself.

UPDATE ON VERONICA

We've mentioned Veronica to you guys a few times in the past. We also got quite a bit of feedback from you all on how you felt involving Veronica. Veronica is meant to be a strong female character in SpaceVenture that plays a pretty important roll in solving the mystery of some of the story line going on around Ace. 

Here is how Veronica used to look in early concept art:

Here is a look at Veronica as she is scene right now. Keep in mind, she isn't wearing any of the outfits here that are planned for her in game. 

Considering Veronica's line of work, she will be seen wearing different outfits in different scenes of the game. Her outfits are one of the artwork elements we have left to complete. Some of you backers backed at a high enough level to vote on concept pieces for SpaceVenture. We plan to let you all vote for which outfits you like, and the ones that are selected will be the ones that she wears in game.

Here is a glimpse of one of the concept pieces to be voted on:

Be on the look out for a survey request involving Veronica's outfits.

NEW DIARY ENTRIES ON SVREWARDS

Mark posted a diary entry on the SVRewards website involving what it takes to put together a 2.5D scene in Unity, such as the Space Dome. There is also a blooper video involving Rooter posted up there as well. All $30 and up backers can go have a look at that. Here is a sneak peak of an image he posted. The image will also link you straight to the website as well.

 

 http://svrewards.com

Thanks for all of your support everyone!  

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

November 2016 Update

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Hey everyone, we wanted to give you all an update and let you know the status of things. Most of you have probably guessed that the game is still not quite ready yet, there is no beating around the bush on that. We wanted to let you know where everything stands at the moment.

First off, we are still moving full force at finishing the game as quickly as possible. Nothing has changed there. We absolutely hate making excuses, but we know you all are wondering what is going on. The game is still being worked on everyday, but obviously we are gonna need more time. We are reluctant to set another exact day, because there are a few variables that have to be figured out. One being the fact that SAG-AFTRA(Actors union) is currently on strike and the majority of our voice cast is SAG-AFTRA members. We are not blaming the strike for the reason the game is still not ready, only that it is one of the variables that need to be worked out. Hopefully the strike will get wrapped up in the coming weeks and we can get our voice cast in the studio and record. 

Secondly, working out the end of the game has taken longer than expected as well. Some art is still being finalized and the last puzzle mechanics are needing some TLC as well. We also still have some creative death sequences(which we know Space Quest fans love) to work out. We still plan to let you guys(that backed at a high enough level) vote on these along with some artwork voting stuff very soon.

One of the biggest reasons for falling behind this year is due to having to go back and work out a lot of bugs. We definitely still plan to beta test the game with backers that backed at a high enough level, but we want to work out the obvious bugs first. Some of you out there that have worked in game development before probably know one of the pitfalls that can happen. It can be summed up in four words, readjusting previously working code. If not, I'll shed some light on what we've experienced. 

SpaceVenture is laid out in four major sections, almost like chapters, because you can re-visit most areas. There are lots of mini sequences that connect three of the four sections together. One being the fact that we want you to be able to travel between pieces of the game freely. Think along the lines of Space Quest 3,4, and 5. The first section of the game is the Nostradamus area that we showcased a teeny bit of in our demo a couple of years back. Once we completed that section we moved to the next, and then next, etc..

The majority of the game is being created on top of our custom built event system that was made through the Unity engine. The event system allows us to tell the characters and scene elements to do anything we want without having to "re-invent the wheel" by reprogramming the same types of code over and over. As we've reached the scenes nearing the end of the game, we've had to adjust the code of the event system to allow for newer features. This is because we want SpaceVenture to be a unique experience from start to finish and not feel like a hidden objects game. 

In changing code and adding new features, this introduced lots of bugs in scenes that were finalized earlier in the game. Going back to earlier sections of the game and ironing out all the wrinkles has been a huge undertaking. We know that a lot of you are excited about beta testing as well. We are getting close to that point, but need to get this obvious bugs worked out first. 

HOW THE PROJECT IS DOING FINANCIALLY

We have been pushing VERY hard to keep our belts tight throughout the entire process of working on SpaceVenture, but as you can probably imagine, things are getting down to the wire. The Cluck Yegger game did help bring some funds into the project which is good. Cluck Yegger has been selling on Steam and in the Apple iOS store, but we've made a pretty good chunk of change by selling it on bundle websites, such as this one.

Ultimately, we still have the funds for our rewards/shipping(as we estimated), along with our voice actors and paid team members. We have had a couple of artists and programmers that have been willing to work for credits in the game so that has helped move us forward as well. Needless to say though, we are working extremely hard to get this game out quickly so we do not run out of funds. The good news is, we are close!

AN UPDATE ON SCOTT MURPHY

Some of you may know that Scott Murphy had a really bad year in 2015. He addressed some of this in a blog post that can be found here. 2016 has not been any better for Scott as he has had some big health problems that has affected his quality of life. Unfortunately, this has severely hindered his ability to work with the SpaceVenture team. Mark and myself have done our best to keep everything moving towards the finish line, but needless to say, it has been hard without having our third partner. Let me make it clear, that we do NOT blame the fact that the game is still not finished on Scott. But we did want you all to know that he has had to take some time away to work out the things he is dealing with.

From the game being completed perspective, the good news is that with the exception of some final grammar edits, the script is done. The game design has been done for awhile now. We are really pulling for Scott to get back on his feet and rejoin the team full time. 

I know I'm being very vague in my above comments regarding Scott. This is because I don't feel like it's my place to share his personal challenges. Hopefully, he can address everything in another blog post for you all at some point. We hope you all will be understanding of him and his privacy. 

WHEN WILL THE GAME BE RELEASED?

We are reluctant to give another exact release date, but I can tell you that we are close guys. We just need to work out the last few variables that I mentioned above and we will have this game in the can. No one is more excited to have the game done then us. We have enjoyed working on it, but you can imagine the amount of stress involved here. We hate knowing that we have disappointed so many people. It pains us to know that you all gave us money and we have still yet to deliver the product in this amount of time. We hope you all will stay positive, we need as much positivity thrown our way as possible right now.  

ARTWORK FROM THE FINAL SCENES

We don't have as much to show you as I would like due to a huge part of our time being focused on fixing bugs in the game. We also are gonna try and not be too spoilery here because what I'm about to show you happens in the final sequence of the game, we'll let you draw your own conclusions. 

Here is another look at a scene that we've not shown you before. It is in a close to being finished state, but the artwork is still having final details added.

EPISODE 39 OF THE BI-WEEKLY PODCAST BY THE SPACE QUEST HISTORIAN

This is it! The end. The REAL end! After 12 ‘real’ episodes and 4 Xtra episodes, season 3 finally rolls to a close. There’s some special bloopers and outtakes from the season, as well as finally capping off the Music Talk with Brandon Blume, James Mulvale, and Ken Allen, as well as the ‘merits of the Space Quest series’ chat with Francisco Gonzalez. See you around the chronostream!

LISTEN IN ITUNES or THE RSS FEED HERE

Thanks for all of your support everyone!  

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

Pump house madness, Nurbs Landing, Hose Zar, Nurbs Bar, new theme music!

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Time for another SpaceVenture update. Got some really exciting stuff to show you all. Guys we are going full throttle trying our absolute best to get the game done by November. Fingers crossed, we still have some moons that need to line up, but we are well on our way. 

The game script is getting closer as well and we are talking with the Los Angeles voice studio that we will be using to record our voice actors in. Speaking of which, all our original voice actors(minus Gary Owens for obvious sad reasons) are still on board for voicing characters in the game. We haven't chosen our new narrator, but that should be ironed out in the near future.

 

The pump room scene takes us down into a hidden level within the TGFA's space dome. Not to be too spoilery here, but Ace gets a call from the Two Guys to Fix an issue with their in-dome pool (actually more of a lagoon). Rooter(under player control) ends up being the brains behind solving this puzzle though as he lends a hand, er, paw in helping Ace make the repair.

One fun behind the scenes fact about this scene is that it was actually the very first puzzle that was planned for the game, although it actually happens way later in the story. I hope you guys are as excited to see it come to a reality as we are! Special thanks to one of our artists, Patrick Parish, for working so hard on this.   

Just a little warning on the video, we've disabled a few things that would completely spoil some of what happens here, but rest assured, there will be a few more things happening in the scene when you see it in game. For one, that big display you see in the background will be important to the task at hand. The mechanics for this scene are already in place, programming and all!

 

 

 

I believe I have mentioned before that this area of the game is a location that I have been the most excited about since the original game design for SpaceVenture. Just so you know, that has not changed! As you can see, the artwork for this area is just absolutely beautiful. Mark Crowe as Art Director and Artist Patrick Parish have done a phenomenal job on all the art assets for the "Nurb's" area of the game. This area is bound to bring back nostalgic thoughts of your time in the Space Quest games.

A little warning on what you are seeing here. We have a lot of surprises in store for different ships and Aliens that will be seen in this area. Another fun aspect of this area is that you will be able to return to it throughout the game and depending on when you are there, you will experience different creatures. 

 

 

 

"Don't get hosed, see the Zar!"

Nurb, being quite the space faring entrepreneur, not only owns a bar, but also owns a hose shop. Why a hose shop in the middle of no where? The real question is why not! Ace will be needing to pay a visit to the Hose Zar shop in order to continue in a certain portion of the game that I won't mention right now as to not spoil some of the experience for you all. Let's just say, it will definitely be worth your while to  "see the Zar" at some point during the game.

 

 

 

Bound to be one of the most memorable scenes in the entire game, it has been hard for me to hold this scene back. The team has almost had a bit to much fun putting this scene together. Nurb's bar will be packed full of SciFi pop culture references, with gorgeous artwork to boot. 

The bar is where Ace will be given an opportunity to catch up with some of us buddies and enjoy some conversation in the goings on throughout the galaxy. This is also where you will meet one of my favorite characters of all, "Url".

Note on the below content. We have put no where near the characters and props in the scene that we have planned. The bar may look a bit empty right now, but it won't be in the very near future. Also, when playing SpaceVenture, be sure to revisit this area often to see all the different patrons that are hanging around.

 

 

 

 

 

 

To the right of the bar scene is a corridor that leads to a room called the "Wall of Fame". As promised, the game will feature a "Wall of Fame". This area will be connected to Nurb's bar. $750 and higher backers should have received an email from us in regards to this. If you did not receive that email, please contact us on Kickstarter. Please DO NOT comment on the update regarding not receiving the email, please contact us via private Kickstarter message.

We hope to give you guys a glimpse of this scene in the near future :)

 

 

Remember the beautiful theme music that was put together for SpaceVenture. Our composer, Ken Allen, added some more polish to it. He is using the same music libraries in this version that movie composers use. This version is what we plan to use when SpaceVenture ships! We thought you all would like to have a listen to it.

 

 

Some of you guys pledged at a level that allows you to vote on concept art and death sequences. We've got some concept art for some aliens as well as a bit of the end of the game that we will soon be voting on. As for death sequences, there are still quite a few of those that need to go into the game, and we will be allowing voting for that in the not so distant future as well.

 

EPISODE 31 OF THE BI-WEEKLY PODCAST BY THE SPACE QUEST HISTORIAN  

As CyberCedric is off to broaden his musical horizons (which can only end badly), the Historian interviews avid adventure game player and fellow podcaster Robert Menes of the Nostalgia Roadtrip podcast (soundcloud.com/nostalgiaroadtrip) about his favorite adventure games. Also on the show, more crowdfunding tips from Serena Nelson, and more music talk with Brandon Blume, Ken Allen and James Mulvale. 

LISTEN IN ITUNES or THE RSS FEED HERE

 

Thanks for all of your support everyone!  

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

Nano Flea Technology, Tattoorakis update, Officer Quicksilver, Dominion Estates, and one of the final game scenes

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It's time for another SpaceVenture update! First off, let us start by saying, we know this is overdue. The time between the last update and this update have not been a waste though. One of the issues has been the fact that some serious design time needed to go into certain pieces of the last third of the game that had not been completed. As these things go, game mechanics that make perfect sense in our design document don't always pan out the way as expected once we begin implementing them in the game, which means, it's back to the drawing board. During this time, we didn't have any new visuals to show. We do have visuals to show now though! The good news is, things are coming together nicely and we are still pushing hard for the November 30th release date which is in sight.

INTRODUCING THE NANO FLEA SEQUENCE

One of the pieces of the game that we wanted to show you first is actually from the middle part of the game, however, it was quite a tricky little puzzle scenario that kept getting back burnered until the last couple of months. The scene has changed an insane amount since the image that was shown way back in a previous update.  

During your adventures at "Scraps Place" you will be given the task to repair something. You'll have to operate the nano flea critters shown in the below video in order to achieve your goal. This is a fun little part of the game in which you'll find each nano flea has a particular job role it can perform during the repair.

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INTO THE BELLY OF THE BEAST  

The title of this section pretty much says it all. This is a tiny bit spoilery, but I was sure not to divulge any of the puzzle here. As Ace, you'll have to navigate your way through this creature's internal plumbing all the while figuring out how to get out and what you might need along the way. Considering Ace's profession, this should be a piece of cake, right?

NOTE: For some reason Kickstarter had an issue with embedding this video, so please click the below image to view the video on YouTube.

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OFFICER QUICKSILVER, HE'S BAD TO THE CHROME
Officer Quicksilver is a character that has been in the works for awhile. Thanks to the brilliant work of artist Brent Forrest, Quicksilver is now on his feet and ready to be implemented into the game. This little video is a bit of a teaser and obviously the music is place holder. We've got something fun planned for Quicksilver's theme song, lyrics and all!  
Again, this video a teaser. We'll have in game footage of Quicksilver for you in the future.
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DOME SWEET DOME

You all haven't forgotten about the Space Dome from our original concept art pieces have you?

This video below is another small teaser of something that is in the works in which Ace will possibly find himself face to face with the Two Guys From Andromeda themselves as he takes a service call at "Dominian Estates". Just to clarify, the SpaceDome you all saw in our playable concept art pieces is in the process of being revamped quite a bit. Once it's in a showable state we'll have that posted out here for you all to check out as well.

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ONE OF THE FINAL SCENES OF SPACEVENTURE

This scene is hot off the presses by Mark Crowe. We don't have video to show of it yet, because it is still very much a work in progress. The mechanics aren't rigged up, so we figured an image would do it more justice. Mark is not quite happy with it yet, but he wanted to give you all a sneak peak at it. Hopefully in the near future we'll have some actual game play to look at. As mentioned, this is one of the very last scenes in the game so for the sake of not spoiling much, I won't give anymore details of what is going on here.

From Mark Crowe:

"Oooh! Big glowy A.I. eyeball. Scary! Ok maybe not yet but trust me it will be... it WILL be. Bwahahaha! IN this WIP scene, Ace isn't seeing eye-to-eye with an antagonist in the final showdown puzzle sequence. Sparks are gonna fly."

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EPISODE 26 OF THE BI-WEEKLY PODCAST BY THE SPACE QUEST HISTORIAN
If you haven't heard, the Space Quest Historian podcast is back in action for season 3!
"Things come to a head between the Historian and the scourge of his laptop, CyberCedric. But despite Cedric gaining new powers, there’s still time to walk down memory lane with Jess Morrissette, get more crowdfunding tips from Serena Nelson, and listen to how Pete Toleman made it big in Communist Germany. Tonight’s special guest is Fabrice Breton of CowCat Games, creator of Demetrios: The BIG Cynical Adventure, who talks about being funny in a second language, and making first-person adventure games that are nothing like Myst."
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A PLUG FOR BOLT RILEY  

Our friend Oded Sharon and his company, Adventure Mob, have successfully completed Chapter 1 of their Reggae adventure game "Bolt Riley". We are really excited for them and hope you will check the game out. Lori and Corey Cole(creators of the Quest For Glory series) even had a had in some of the design. It is well worth checking it out.

 

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Thanks for all of your support everyone! 

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