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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™!
10,809 backers pledged $539,767 to help bring this project to life.

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Nov. 16th Update: Short and to the point today.

Posted by Two Guys From Andromeda (Creator)
10 likes
Hello dear and fateful backer buddies! The last couple of weeks have been a bit slow in terms of cool items to show you. Don't take that the wrong way. The team has all been busy working on various things, but it has mostly been a lot of behind the scenes stuff. 

The Unity 4.3 update (our game engine of choice) was released last week and one of the things we've been looking into is how to leverage some of the new features. 4.3 features a whole new 2D kit that could potentially help our efforts tremendously going forward. Unity has also introduced some new animation tools involving their Mechanim system. This is all great news because we are gonna be able to hopefully make use of a lot of this in different ways :)

CLICK HERE TO READ MORE ABOUT SOME OF THE COOL THINGS IN THIS UNITY UPDATE

There is quite a bit of new artwork that Mark and his team have been working on that I wish I could show you. At this time, he's not quite ready for me to post anything, but I'm hoping by next update, he'll be ready to divulge some of the cool stuff that has been put together.

Some of you have made it known that you would love to hear about some of the “under the hood” stuff going on code wise with the game. Our Senior Developer Tyler is now going to be posting in the SV Rewards website. So for the code monkeys out there, his post will especially be for you!

CLICK HERE TO READ HIS FIRST POST. (WARNING: You must have an SVREWARDS account. If you don't, or have problems logging in, please email pcj@andromedanpost.com )

EPISODE 3 OF THE NEW BI-WEEKLY PODCAST BY THE SPACE QUEST HISTORIAN  

The newest episode of the Space Quest Historian podcast is live!  

"Get ready for a full hour of juicy fun! The Historian delves deep into Space Quest IV and uncovers a host of hidden voice files. Brandon Blume and Sierra composer Ken Allen talk about the SQ4 soundtrack, and the SteveBot returns to talk about the hidden alternate path that was supposed to be in SQ2VGA. Jason Pullara, a.k.a. LordKat, caps things off with a calm and collected spiel about the usefulness of glowing gems. It’s a full hour’s worth of Space Quest extravaganza!"

NOW IN ITUNES!

or

RSS FEED HERE

PLEASE HELP SUPPORT THE BOLT RILEY KICKSTARTER  

Our friends at Adventure Mob, not to mention Lori and Corey Cole, have got a really excited Adventure game that needs funding! Become a Reggae legend in "Bolt Riley" - A Jamaican adventure game by Adventure Mob  

CLICK HERE FOR MORE INFO

Thank you so much everyone for all of your support!  

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

Nov. 1st update on Oct. 31st: It's a Halloween miracle!

Posted by Two Guys From Andromeda (Creator)
11 likes

Hey everyone! So tomorrow I will be at the GMX convention in Nashville TN. I'll be traveling there early and will be tied up the whole entire day, so I thought I'd get this Kickstarter update out for you today. Happy Halloween and thanks for understanding! :) By the way, as a side note, Scott Murphy and our Senior developer Tyler Drinkard have also decided to join me at the convention! If you're anywhere nearby and can come meet up with us, we'd love to meet you!

WHATS BEEN HAPPENING ON THE PROJECT RECENTLY?

This past week has been an insanely productive time. As previously mentioned, a major part of what has been taking so long is all the "under the hood" stuff that needed to happen on SpaceVenture. Now that we have a great system for adding new elements to the game and making them do our bidding (evil Halloween laugh), we are finally moving at the pace we feel we should be moving.

Scott, Mark and I traveled to South Carolina and closed ourselves up in Tyler's house for four straight days. We decided us getting together would be a good chance for us to make 100% sure we all got a grasp on the newly updated event system and scripts. This also gave us a chance to talk about a portion of the game that happens towards the end that has always felt incomplete as far as story and puzzles go. I'm happy to report, we got that fleshed out! I posted a small diary post about it here if you'd like to read! (Don't forget that if you don't have an SVRewards account, email pcj@andromedanpost.com )

We were averaging 12-16 hour work days, but did manage to occasionally sneak away to feed our faces! :)

(Left to Right)Mark Crowe, Tyler Drinkard, Scott Murphy, Chris Pope
(Left to Right)Mark Crowe, Tyler Drinkard, Scott Murphy, Chris Pope

We also had a chance to record some behind the scenes footage while we were all together as well! And for the first time in 22 years, the Two Guys put some of there Andromedon costume on. 

MEET MIKE PENNY, OUR HEAD ANIMATOR

We thought it would be cool to show case some of the SpaceVenture team in some upcoming videos. Here is a short video put together of our Head Animator, Mike Penny! Mike also does some of the modeling/rigging for us.

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EPISODE 2 OF THE NEW BI-WEEKLY PODCAST BY THE SPACE QUEST HISTORIAN  

The newest episode of the Space Quest Historian podcast is live!

Strap into your space jockeys and fly off into the nebulous with The Space Quest Historian, a bi-weekly show of all things tenuously related to Space Quest, SpaceVenture and The Two Guys From Andromeda. Soon the podcast will be available in iTunes, but for now, you can listen to it HERE!

First episode can also be found HERE

 OTHER SIERRA ALUMNI PROJECTS  

The amazing Josh Mandel / Al Lowe's Leisure Suit Larry Reloaded is on sale now for ($11.99) SALE 40% off.  

Jane Jensen's Moebius and Pinkerton Road Studio  

Hero-U: Rogue to Redemption by the Quest for Glory designers - Corey Cole and Lori Cole

PLEASE HELP SUPPORT THE BOLT RILEY KICKSTARTER  

Our friends at Adventure Mob, not to mention Lori and Corey Cole, have got a really excited Adventure game that needs funding!

Become a Reggae legend in "Bolt Riley" - A Jamaican adventure game by Adventure Mob 

CLICK HERE FOR MORE INFO

Thank you so much everyone for all of your support!  

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

October 16th Update: Where we've been and where we're at!

Posted by Two Guys From Andromeda (Creator)
52 likes
Attention dear and faithful backers. I wanted to spend some time updating you on a lot of what is happening on the project. This includes some things that have happened in the past, happening right now in the present, and hopefully will be happening in the future. It is no secret that the SpaceVenture project has been behind and we wanted to explain why this is and how we are working to get things back on track.
 

QUICK CLARIFICATION 

 Before I give you details, let me start by saying this. We are not broke and we are all still in this 100% and will make this game become a reality even if it kills us. 

THE CHOICE OF WORKING WITH A CUSTOM TEAM 

After the successful funding of SpaceVenture, Mark, Scott and myself (Chris), had multiple bids from companies wanting to help develop the game with us. Unfortunately, after Kickstarter and Amazon got their share of the money, along with having quite a few declined transactions, and budgeting our Kickstarter rewards, hiring a development studio to help us was not affordable. We budgeted our money based on what we brought in from Kickstarter, and decided to hire our own developers to help do the programming for SpaceVenture. 

During the Kickstarter, we made it known that we had chosen Unity as our engine of choice for developing SpaceVenture. A huge part of that decision stemmed from wanting to create the game on as many different platforms as possible. No doubt that the game being available on multiple platforms was good all around, partly due to gaining us more backers that were interested in seeing the game on other platforms, but also in garnering future sales for the game. Needless to say, we stand firm behind this decision, but we do want it to be clear that there was quite a learning curve for everyone involved that proved more daunting than expected. 

As for hiring our dev team, we hired two developers to begin with, one being a senior developer and the other being under his management. In the visual department, we’ve always had the talented Mr. Crowe overseeing everything involving artwork, and we hired a lead character artist/animator and contracted with other artists to help with character design and modeling.

The humor infused story of the adventures of Ace Hardway and his little metal apprentice Rooter, Mark and Scott have collaborated on story development in typical fashion. As Scott says, “Mark’s kickass art is quite a literally a canvas that inspires the narrative and dialogue, or whatever the kids are calling it these days, One of the very cool things that hasn’t changed from the early days of our partnership is that we inspire each other. As has always been the case some things are very fluid during the development process. Don’t be surprised to see the part of the game that was demo to have evolved. We intentionally have very slow setting concrete.” It was a no-brainer to bring in Ken Allen for the music and sfx when he expressed interest given our history. He’s back in peak form if not better than he was in the days of Space Quest. These things allow us to have a compact team that’s very effective.

All of us on the dev team have worked really hard to pump-out the highest quality code and assets, but the biggest snag we ran into was programming. Though our programmers were busting tail trying to get things done, there was so much that still needed to happen foundation wise before we really had anything to show for ourselves. We decided to hire another programmer to work with our team to help move things along faster. He was another very talented developer that was able to help immensely due to the fact that he had experience in dealing with event driven systems. The three programmers together made a big difference and a lot of the foundation code needed for SpaceVenture was finally completed. Having a good event driven system in place has been critical for us in order to have code that could continually be reused throughout the entire creation of the game. In other words, we won’t have to reinvent the wheel every time we need to make the character interact with things. 

Once we had a big portion of our foundation code written with an event driven system in Unity, we were able to start plugging in all the visual elements that Mark and his team had completed. This is where the demo started to take shape which came out in July. The single biggest number one thing that has slowed us down is in having to deal with building the foundation underlying code of the game. That is also part of the problem with having a lot to show on the Kickstarters updates. It’s not that we haven’t wanted to show you all kinds of amazing things that are going on, it’s that a lot of the progress that has occurred have been focused mostly on the underlying programming components. 

Here is a summary of some of the recent project accomplishments:

  • Event Driven System that is invaluable for reusing programming elements within our game engine  
  • Custom built narrative editor used to easily manage all game dialogue  
  • A newly designed working solution that makes implementing cut scenes much easier
  • The original demo code has been updated to be much more stable and is being utilized for the rest of the game. Though it is not a priority, we do plan to eventually re-release an update with a more stable version of the demo for backer testing.

THE BACKER WEBSITE 

One thing for sure I would personally like to get moving along better is the SVRewards website. I might have to get the SQ3 skumsoft whip out in order to make it happen, but I’m gonna be pushing to get the team to start posting more frequently. Be on the look out for a lot more activity coming your way! 

THOUGHTS ON WHERE WE ARE NOW 

The three of us are firm believers in accountability and we hope and know you all will continue to keep us accountable, but at this time, we can’t give you an ETA on when the game will be available. We know this will anger a lot of you, but that is anger we will have to suffer, because we are NOT going to put a game out that is of low quality and doesn’t meet the expectation that fans have waited 20+ years for. We have decided to wait until we have a much clearer view on when the game will be ready before letting everyone know another expected date of delivery. 

Hopefully you can see that we haven’t been idle throughout the entire project, like a lot of those that have voiced opinions, we are frustrated at the speed in which things have been moving, but on the flip side we will not jeopardize the quality of the game in order to meet deadlines. When SpaceVenture hits the market, it will be the game it should be. I have said many times, and the Two Guys are 100% in agreement with this, we want to make the existing adventure game fan base happy, but in order for us to succeed as a company we have to produce a game that also holds up by todays standards. 

We’ve worked very hard to manage things with the funds we’ve been given. Please remember that we’re NOT doing a remake here, this is a brand new game, with brand new characters and scenery. And although $539,000+ is a lot of money, and in our opinion, enough to make an adventure game, it also means we have to keep things small and manageable in terms of our dev team. I wish I could say we had investors lining up to help fund a proven development team for completing the game. I wish Mark and Scott had not blown the millions of buckazoids they made at Sierra back in the day on triple breasted women and Keronian ale, else we could have most likely funded this sucker ourselves to begin with. But I digress.. ;) 

All joking aside, in saying all of the above, Mark ,Scott and myself all want to let everyone know that we by no means think all the decisions we’ve made were perfect, but we have always had the best intentions for the project in mind, and taken a cautious slow burn approach because of technical problems. We’ve worked hard to keep our belts tight, made decisions as a team, and with the exception of those jetpacks we purchased, we’ve tried to be good stewards with the money you all have so graciously trusted us with. We also want to thank you so much for the patience that most of you have shown. We want to make a game that will blow you away with story, humor, music, graphics, and gameplay.

A SMALL CLIP FROM A CUT SCENE IN SPACEVENTURE

We wanted to share a small clip that demonstrates an in-engine 3D cut scene of Ace, Rooter, and "Scraps" rocketing their way home through a treacherous asteroid belt. This clip also features an inspiring score by our composer, Ken Allen. Don’t worry, this video is not too spoilery ;) 

NEW BI-WEEKLY PODCAST BY THE SPACE QUEST HISTORIAN '

Strap into your space jockeys and fly off into the nebulous with The Space Quest Historian, a bi-weekly show of all things tenuously related to Space Quest, SpaceVenture and The Two Guys From Andromeda. Soon the podcast will be available in iTunes, but for now, you can listen to the first episode HERE!

OTHER SIERRA ALUMNI PROJECTS

The amazing Josh Mandel / Al Lowe's Leisure Suit Larry Reloaded is on sale now for ($11.99) SALE 40% off. 

Jane Jensen's Moebius and Pinkerton Road Studio

Hero-U: Rogue to Redemption by the Quest for Glory designers -  Corey Cole and Lori Cole

AN UPCOMING GAME THAT WILL HIT KICKSTARTER SOON

Become a Reggae legend in "Bolt Riley" - A Jamaican adventure game by Adventure Mob 

CLICK HERE FOR MORE INFO

Thank you so much everyone for all of your support!

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

PS- I will be at the Geek Media Expo in Nashville TN from Nov 1st - 3rd and would love to meet some of you. Drop by and say hi if you can! :)


October 1st Update

Posted by Two Guys From Andromeda (Creator)
8 likes

Since the release of the alpha demo back in July, we have learned a lot. We've listened to your feedback and have done a lot more play testing. We've talked about removing things that didn't feel intuitive and adding things that did. Obviously in order to do that, a good amount of code has had to be rewritten, but in saying that, the code that has been rewritten has all been for the greater good of the full game, not just stability for the demo portion of the game. 

Since the demos release we now have a system in place that manages our narrative and allows for easier narrative updating for the writing of the game. We also just recently got a good system in place that allows for simpler cut scene management and implements narrative and VO to be managed by the game engine without having to do a lot of rigging. 

More artwork and animations have been completed by Mark and his team. Ken Allen has also been pumping out more needed SFX and music for the game as well. In saying all of that we did lose one of our Unity programmers due to him having another contract he had to take on. That leaves us with an opening for a unity game developer.

We'd love to give someone a shot at this position if they are qualified and a fan of what we are trying to accomplish :)

Requirements:

  • Experience developing with Unity 3D (2 or more years)
  • Must know C# 3 or more years
  • Shipped Titles
  • A passion for adventure games
  • Able to work with a small team in a virtual office
  • Must be able to work a minimum of 20 hours a week

If you are interested or know someone who may meet our requirements, please contact me directly. Email: chris@guysfromandromeda.com

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

PS- I will be at the Geek Media Expo in Nashville TN from Nov 1st - 3rd and would love to meet some of you. Drop by and say hi if you can! :)

September 16 Update

Posted by Two Guys From Andromeda (Creator)
1 like

Hello wonderful lady and gentle-backer folks! As always the team is still plugging away with SpaceVenture. A lot of time these past couple of weeks have been spent in dealing with artwork, so Mark has been crazy busy working with his graphics team. 

An executive decision was made this week to use more 3D character models versus 2D character models in the game. We feel this direction is the best solution due to issues in having the characters interacting with each other. Originally the plan was to have some 3D characters and some 2D characters, but after having so many issues in having them work together in cut scenes, the decision became clear that going the direction of 3D on all character interaction was the best way to go.

Almost all scene artwork and objects will still continue to be 2D in order to keep costs at a minimum!

In closing, Mark has allowed me to share a scene with you. So here ya go!

With love,

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

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