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Hero-U: Rogue to Redemption is a Win/Mac/Linux adventure role-playing game by Lori and Corey Cole, Quest for Glory series creators.
Hero-U: Rogue to Redemption is a Win/Mac/Linux adventure role-playing game by Lori and Corey Cole, Quest for Glory series creators.
Hero-U: Rogue to Redemption is a Win/Mac/Linux adventure role-playing game by Lori and Corey Cole, Quest for Glory series creators.
1,869 backers pledged $116,888 to help bring this project to life.

Let's Play the Combat Demo

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At long last, Lori has developed the 1337 skills to make Let's Play videos. In this one, we run through the combat prototype demo while commenting on the demo and the game. We're not quite up to the professional voice actor stage, but who knows where we'll be after a few hundred of these? :-)

You can download the combat prototype demo and try it yourself by visiting http://hero-u.com/demos-and-videos/combat-prototype/.

The video is also posted on YouTube at https://youtu.be/4MusGL-cPB8. If you enjoyed it, please Like and Share it.

Sttrrreeeettttttccccccccchhhhhhhhh Goals

As the campaign has now passed $80,000 (and is rapidly approaching $82,000), it's time to reveal our stretch goals. We left one out - additional music and sound design - but we'll try to fit that in later. I've also added the stretch goal chart to the main project page, but here's a copy for your convenience:

There is more detail on the stretch goals on the main project page (Description tab).

Testimonial from Gorchnik von Uberstein

We get some pretty cool messages and emails from our fans. Some of them talk about how Hero's Quest taught them to read and write in English. Some chose careers that would allow them to be everyday heroes. One couple met in our School for Heroes and got married. Some went into game development as a result of playing our games. And this one is just touching:

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When Quest for Glory (Hero's Quest at the time) first came out I was only 6 years old and parsing commands in a video game was beyond my comprehension ability so of course my younger brother was not any help either. My father taught me how to enter the commands and how I had to think outside of the box (such as "pick nose"). After many death, and many trials and errors we finally completely the game in a little over a year after I just turned 7. However the ending made us confused as we didn't know what this "save character to disk" was. My father jumped in and explained that it looked like they were allowing you save your progress so that you could play the character again if another game came out. Lo and behold Shapeir was delivered to our door in 1990. The magic started all over again.

This fun didn't just stop with the game software however. Oh no. As I got a little older (9-10 years) my brother and I used the Quest for Glory series to form the basis of all our make believe adventures running around outside. We had a huge wooded area (probably 2-300 acres large) next to our housing complex where we used to live that we would explore for hours. We would pretend that these woods were the forest outside of Spielburg from the first game. "Look over there, it's the antwerp!" my brother would call. And I would pick up my wooden stick pretending it was a sword, while he threw water balloons and those little gun powder poppers thinking he was a rogue/thief.

There was a massive wooden area that was probably an old loggers camp in the fores that we would pretend was the brigand fortress. We would attack it over and over pretending like we were truly being heros and destroying the evil brigand group while then fleeing to a grassy knoll area where we pretended the meeps lived. Hell, I remember we got SO absorbed in the games that at one point my mother and father acted like Shema and Shameen from the inn and would serve us food and ale (really just 7Up haha) when we came back from our adventures tired.

But there's MORE! We loved the game so much that every week we had art lessons (which my brother continued on for some time, I don't have the gift) and when the teacher gave us free-drawing time my brother and I would always come up with new "sequels" to whatever the latest game that had hit the market was. I think I might still have those books somewhere with the terrible drawings in them. If I do I would love to post the terrible art we came up with back then.

I guess what I am trying to say is you two have a gift for story-telling and entertaining people. And know that even if this game doesn't become what you want it too and even if you don't hit your goal you helped vastly shape the imaginations and lives of two men who to this day still love going on fantasy and mystical adventures. Bless the both of you and may your Razzle Dazzle Root Beer always be cold and frothy.

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These stories remind Lori and me that our games mean more than a way to pass the time. They remind us of our responsibility to make great games that tell the right kind of stories. Do you have a favorite Quest for Glory, Shannara, or Castle of Dr. Brain story? What inspired you in your life, and perhaps inspired you to support Hero-U so that we can continue to tell stories that matter (and slip in some bad puns)?

Comments

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    1. Missing avatar

      Ryan Giglio on

      In case anyone is interested, I also did a Let's Play of both demos on my channel: https://www.youtube.com/watch…

    2. Jeremie Lariviere
      Superbacker
      on

      Very cool update!

    3. Jesse Dylan Watson on

      The game is looking so darn good!!! It seems like such a great fusion of D&D, Quest for Glory, and some influence from socially-minded RPGs as well, which I think is really going to push it over the top

    4. Corey Cole 2-time creator on

      Here's the high-res (HD 720p) version of the video - https://www.youtube.com/watch…. Thanks for letting me know we had a problem with the old one!

    5. Missing avatar

      Jon Cassou on

      Aww, such a lovely husband-wife gameplay video!

      The demo really has me excited for the main game, especially since the combat is more strategic in the use of turn-based combat rather than most turn-based RPGs where you have to mash the "attack" command and hope for the best. The use of traps and pre-emptive throwing weapon attacks before battle makes the combat more interesting and really fits with the craftiness that is the Thief/Rogue!

      Of all the ex-Sierra Kickstarter projects, this one has me the most excited! I can't wait to play this~!!

    6. Dusty Tome on

      QFG Memories:

      -Pick Nose
      -Flying Water
      -Keapon Laffin
      -Abu and his sons, Kareem, Abdul, and Jabbar
      -Awful Waffle Walker
      -Punny Bones
      -Ann Agrama
      -Magnum Opus

      Ah, fond memories...or a list of crimes.

    7. Andrew Tuckett on

      Weird the link works on my comment but not on the update page.

    8. Andrew Tuckett on

      You should fix the link

      "The video is also posted on YouTube at https://youtu.be/4MusGL-cPB8. If you enjoyed it, please Like and Share it."

      Leads to a 404 page not found.

    9. Missing avatar

      Kay Are Ulvestad on

      If possible, I think you should look into re-uploading the "Let's play" video at a higher resolution. I am enjoying the commentary, though. :)

    10. Corey Cole 2-time creator on

      The "sluggish" part probably has to do with monster animation. Each turn you make a decision, as does the monster. Your moves are animated, then the monster(s)'s moves. If we make the Improved Animation stretch goal, that's something our animator will look at.

    11. GF on

      Played the combat demo:

      - I like how the graphics are looking so far. Good homage to the QFG games, but updated nicely.

      - Combat feels a bit sluggish for some reason and I cannot put my finger on it. Perhaps its a delay for combat to start from intialization? I am glad that the controls are hot-keyed by default because it makes combat nicer.

      - The jokes that are already even just in the combat sim give me good memories of the hilarious stuff in QFG games. <3