Tuesday, November 8, 2011

Silver Lining Ep. 4 Released! King's Quest fans rejoice!

In a post that is exactly opposite of my last one about the death of Hero6, Phoenix Online has released the 4th episode of their Silver Lining series, taking King's Quest fangames to a whole new level. This features the favorite cast of characters, with two of them playable.

While not an AGS-made game, it is a beautiful romp into a classic game-world made famous by Sierra Online. It is free to download at http://www.tsl-game.com/episode_iv.php

You know what's hot?

1) Well, of courze ze bait of ze dracoolator, numbbberr too.
(I apologize at very bad attempt at imitating a romanian accent.)


Anyhow, indiegames featured it.

2) Oh, and before i forget, something a bit old, but well, Dave needs to know :D. Indiegames's Cassandra Khaw, reviews The Blackwell: Deception.

Clickity clicky.


3) And lastly, a radio podcast with Dave Gilbert.
As he had to say "If you care to hear me ramble about game development, I was interviewed by the Geekfist podcast during New York Comic Con. We talk about Blackwell, comics, and assorted nerdery."

Sunday, November 6, 2011

Quest For Glory fans mourn the death of Hero6

What began in 1999 as the unofficial 6th game in the Quest for Glory franchise after Vivendi put the series into retirement, had evolved over time into a complete standalone original RPG. If I remember correctly, I think a cease and desist order was issued, but that is just my feeble memory, so don't take it as gospel.

Hero6 was the holy grail to diehard Quest for Glory fans like myself, and the official message was released from DeltaMatrix on the AGS forum as well as on the Hero6 page, that it was officially dead: http://www.bigbluecup.com/yabb/index.php?topic=44704.0

Instead of putting it to rest as some people do, the Hero6 team decided to release the entire source code of all work to the public to do with as they please: Download link : http://s153599580.onlinehome.us/files/Hero6_src_0302.rar

If some industrious team were to pick it up, perhaps it will some day see the light of day, though there is apparently a lot of work to be done with it. As a true fan of the Quest for Glory series, I will be offering a moment of silence for the demise of this most wanted game.

Saturday, November 5, 2011

AGD Zine: Issue 2 - December 2000

And here is the promised 2nd issue of this web-like magazine, by Mark m0ds Lovegrove, Ben Yahtzee Crowshaw and whoever Todd Johhson is.

Anyhow, it's an interesting view to the past. This one shows some engines that were at the time better than AGS or up to par, or who knows, but most importantly, it features an INTERVIEW WITH CHRIS JONES ( CJ ).

There's also an article from mr. Lovegrove, on how to make text adventure games. And a walkthrough to Larry Vales.

READ THE WEB MAGAZINE
that we gracefully uploaded, thanks to Peder Johnsen.

Thursday, November 3, 2011

AdventureX 2011: Armageddon It?

I am directly quoting m0ds/Mark Lovegrove, so here is what he said.

AdventureX
is a humble gathering for fans, players and designers of adventure games - with previews and games to play, special guests with interesting talks and general tomfoolery as we open the world of point & clicks up to the public.

This year is the birth of the event, so it's a little smaller than originally planned.

So, if you are interested, please visit http://adventurex.eventbrite.com to get a ticket!

So what's happening at this years AdventureX?
» Chris Bateman, designer of Discworld Noir is coming to give a talk on Saturday
» Alasdair Beckett, designer of Nelly Cootalot: Spoonbeaks Ahoy speaking on Sunday
» Yahtzee - delivering a special adventure game audio message on both days
» Over 25 new adventure games, free & commercial - for you to preview, play & take home
» Various daily debates about 2d & 3D art, selling games, audience psychology & more
» Plenty of space to work on your own games, meet other developers etc
» Licensed bar with beer, wine, tea & coffee
» Mince pies and an afternoon buffet for free


If you're not ready to get a ticket yet and just want to know more, you can find plenty of info on the AdventureX website:

screen7.co.uk/adventurex/

If YOU have your own game, or if you feel you have an interesting talk to give - get in touch! I'm happy to showcase any adventure game and would welcome anyone who feels they can deliver an interesting speech.

That's about it. Thank you for reading, and hopefully see you at AdventureX 2011!

Wednesday, November 2, 2011

Character Development

Greetings everyone, and welcome to my first post on the AGS Blog!

I was brought on board to help with the general game, industry and forum based stuff, but also to do articles about game development and writing a good game. I’m going to focus this article on a very important aspect of writing/creating a good adventure game: character development!

Without characters that are well developed, the game becomes tedious for the player. Who cares whether Jack climbs the beanstalk and defeats the giant if he has the personality of a cardboard box? It is when the player builds a ‘relationship’ with the characters in the game, and come to actually care about what happens to them, that the most immersion happens and the game seems to take on a life of its own. It is in these instances that an adventure game can really shine.

I did a lot of research on this topic in 2009 when I released Murran 2 and a lot of the reviews come back saying the game lacked any real character development. I made sure when the sequel was released this year that I had spent as much time as possible trying to turn the pixels on the screen into a living, breathing person with feelings, desires and motivations. I would like to think I accomplished this task, and here are some tips I can share for developing a character:

Make sure before you begin writing any dialog that you plan out each character. What are their back-stories? What happened to them in the past to make them the way they are now? What motivates them? Do they desire money? Fame? Power? Are they just a drug addict willing to do anything for their next fix of drugs? Make sure the back-story for the character SUPPORTS and helps along the flow of the game.

Delve further into the character… Do they have any pet peeves? Does something really irritate them? What is their daily schedule like? If they are a busy person, maybe their character will always be in a rush. Maybe they will be forgetful because they are always rushing around.

When you write dialog, write it “as” the character. Put yourself into the shoes of that character, and design the speech and behavior as that person would. Keep in mind their history, desires, quirks and their feelings on things.

Make your character question themselves. Some good drama can be had by introducing a twist which can cause the character to question who they are.

One arc or two? There is the arc of development which comes over time as the characters experience things and learn. There is ALSO a more subtle arc that characters can experience as they SEE the other characters doing things. A good example of this is character A getting jealous of character B when they are seen going to visit character B’s ex-girlfriend. Character A is developing through the outer arc as he learns about the stolen jewelry she has, and Character B is developing through the inner arc as he perceives some kind of affair going on. It is unfounded, but he doesn’t know it.

Emotions. Learn the five stages of grief : http://grief.com/the-five-stages-of-grief/ Nothing ruins the immersion in a good game like characters who don’t have realistic responses to events. We all know that if someone is killed during a moment of high drama, the main character shouldn’t laugh. But what might not be so obvious is that the character, to be believable, should follow a staged and set path of dealing with this event. It shouldn’t be “I’m pissed off! “, then 10 minutes later be acting like nothing happened.

So to sum it all up, there is a lot that goes into character development, and well developed characters will make for a more fun and immersive game for the person playing it.

The Star Trek team gets a new member

Well, I believe we were always like the USS Enterprise. Just, well not that awesome. So if SSH is Scotie, I am probably and definitely Captain Kirk, then we just got our Spock. Yes, so please all welcome our newest addition:

POC301

We are very happy to have him aboard, and he'll be doing some very interesting blog posts. You'll see. I joined this blog on 26 of November 2008, so yeah, that's a nice sign.
Also not to forget the man, made the Murran Chronicles, so you should check them out, like now!

Anyhow, I'm sure he'll have some great content here as well.