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s_d

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Everything posted by s_d

  1. Not that I particularly care, but you can locate an Al Lowe interview in which he states his level of involvement (i.e., it was his concept, and permits his name to be attached to the project as a "creator" type figure, but not an active team member). Personally, I'd rather support Steve Ince on other projects.
  2. Adorable LucasArts-styled Reincarnation: The Root of All Evil has a couple of days left to raise the remaining $2.5K. Should be a cakewalk (but is crawling slowly). It's a P-n-C adventure game based on a Flash game series of some note, up at Kongregate by B Group Productions. Drive the cartoonish, vector-animated, adventures of a cute purple demon named Vile, as he sends escaped nasties back to the underworld by killing the awful human bodies they've been reincarnated into. I hope the KW funding can bring voice acting to match the lead; it adds a great deal to the gameplay. The reward tiers are finely grained, and rich with goodies, including the demon dolls, as I've linked above, little resin demon fetuses, cool T-shirt designs, signed posters, short voice work by Vile's voice actor, digital and hard-copy artbooks, soundtrack album, in-game cameos, framed animation cels, framed canvas artwork, etc. All the usual staples of huge adventure game projects are in the tiers. I have no idea how Chris will afford them, but it's looking like most of the high-end rewards haven't been purchased, so he'll save some money not having to produce some of them (nobody has selected a hard-cover artbook yet, for example).
  3. I think I struck a reasonable balance between "chiding" and "helpful" ../../../public/style_emoticons/default/wink.png
  4. Dude, there's a thread here just for promoting other crowd-sourced game projects. Let's do it that way, shall we?
  5. Oh? I thought you were going to begin concept write-ups to provide inspiration to the artists, yes? Unless you mean to begin filling out the library with existing characters, locations, objects, background sprites, etc., before original in-universe locations, characters, objects...
  6. Copied over from the Fan Art project thread (by request): Ode To 218K The Spaceventure got underway And stalled around 218K But you increased pledging power While I was in the shower And funded this bastard TODAY! By Ohverture, 2012-06-11
  7. I have the same "wonder". People often forget the burden of porting a the cost of doing of business back then; The Sarien Encounter, for example, was on PC, Amiga, Atari ST, Macintosh, Apple II, and Apple IIGS... it's hard to imagine platforms more different. At least five different OS's, across three CPU's (four, really, if you considered using any 65C816 features outside of 65C02 emulation mode), different audio & video hardware, etc. Quite often, this cost is referenced as a drag on the innovation of games (i.e., spend money & energies on XBox console games only, get better games). Certainly there is an argument to be made, but I have a huge problem with this line of thinking. Would anyone, for example, give up The Pirates of Pestulon for Gears of Modern Warfare: Reach?
  8. Since SpaceVenture benefited greatly from cross-promotion between Kickstarter projects, and the SQN forum admins have been quite welcoming to fellow adventure game KS projects posting here (Larry, Moebius, Tex Murpy, Quest for Infamy, etc), I think it would be great to at least attempt to keep them together for discussion. Right now, each project has it's own thread, which is probably fine after it funds, but as long as there is a steady flow of Kickstarter adventure games, we may come to a point where the Rocket Bar is littered with these threads rather than the comatose remains of serious ale fiends. To start it off, here's a project I'm excited about, from one of our own SpaceVenture backers, Stacy Davidson (Warbird Games); Jack Houston and the Necronauts: http://www.kickstarter.com/projects/warbirdgames/jack-houston-and-the-necronauts It's a "fantastic adventures/amazing stories" styled pulp-fiction homage. Think Edgar Rice Burroughs Venus series (definite heavy homage there, actually). He's using AGS and is going to go cross-platform here for sure, if not at launch, which makes my little penguin-heart skip a beat. The backgrounds & sprites are going to be based on real stop-motion animation. This technique is pretty expensive, though, and so the project needs $56K, which I'm a bit worried about him raising. However, he's put together a hell of a pitch video, which is definitely worth a peek, and the reward tiers look fantastic. We've already seen the impossible, twice over, so Warbird's at least got a fighting chance. The second game project "The Big Sheep" is on IndieGoGo, and was retweeted by Scott Murphy today: http://www.indiegogo.com/projects/121701 From the pitch page: That about sums it up; I must admit a bit of joy at seeing TSoMI-style night-time locations again, and this project is a real bargain at $3K. The audio quality on the pitch video is so uneven as to make it unwatchable. This is especially unfortunate, considering how much of the pitch video is spent explaining stuff to us. That being said, the team should reach their funding goal without any serious troubles, with 21 days left to raise the remaining $2.2K. Friends, moderators; think one thread is too restrictive? Comments, ideas, other projects?
  9. Update; I've an NLE that I'm learning to use. Obviously I've not accomplished a scene this weekend (I had a houseguest to entertain... real life is such a problem that way). Also, I've learned that I'm a rank amateur at video production and motion graphics. I am working at it, though! Skilled project needs skills...
  10. Jess, pcj; I repacked up version 1.1 (sorry for slacking). If you'd like, please mirror it from http://www.40hex.com/projects/pledgequest1.1_linux_x86.zip and update the mirrored link on the article (as before, please do not post this URL beyond this thread as my site's bandwidth is on a prepaid plan). Also, in regards to Filip's game (which was at http://www.mediafire.com/download.php?gf1gxt83j2ay6wj for his latest Windows version), I've repacked it for Linux with the final version at http://www.40hex.com/projects/themysteriouscartridge1.3_linux_x86.zip and here is my Mac OS X packaging from the first version http://www.40hex.com/projects/TheMysteriousCartridge.app.zip which is out of date (I don't have access to the Mac laptop from work that I originally did this on). Could his promo game get some mention? I fear that it has next to zero exposure, even though several of us on this thread have played it and enjoyed it. It's fantastic to have Lunchbox continue doing Mac packaging for the foreseeable future. Lunchbox, would you try out Filip's game (above) and pack it up if you like it? All I did here was copy your SQ:VSB wineskin configurations. My first whack at OS X packaging for PledgeQuest was less than stellar (as you can see earlier in this thread)...
  11. Back (sort of) on topic from the above foray into begging for a World O' Fan Wonders thread for the Troels Pleimert Memorial SQ Fan Content Library... shall we also have a thread (or list) of fan games that are in-development?
  12. Chris, I'd settle for a podcast or video, or another commissioned comic, honestly (I really loved those, actually). I'd actually be really happy to see another commissioned comic if you can swing it, and if it doesn't hurt the budget... At least to tide me over until LCA5 :)
  13. Hmm... got me all hot and bothered now! But nothing to contribute. I better go replay all the games (and 5 & 6 for the FIRST TIME!!) ... and then the fan games, etc.
  14. No idea how I missed out, I frequented nwnvault for sure. I think that, at the time, machinima in general wasn't on my radar (I blame Halo, and by association, Rooster Teeth for that... was *not* a fan of Red vs. Blue). However... great job on these! I see a difference & improvement even between ep 1 and 2. I'm up to ep 6 now...
  15. Wow, Spybreaka, I'm gobsmacked... that looks brilliant! I wish I weren't so extended between work, family, and a few fan efforts I'm involved in here, and on Kickstarter, I'd volunteer to do whatever I can. I write code, and could write dialogue... but, busy as I am, I feel you'd be disappointed with my commitment. That said, I see that you're using Unity3D. Recently, they announced a Linux export feature in version 4.0. I'd love to test it there if you choose to bring your game to my OS. :)
  16. Yeah, he's really quite good at it, actually! He hasn't done a ton of them, but the ones I've watched are very good.
  17. Yeah, I read it as "Fer-dee", and interpreted it as an intentional term of endearment rather than a typo. Now you're talking! So, each story/plot/item element could be a self-contained concept bit; a funny weird alien could have a name, a bit of backstory, associated inventory items, some written involvement in a puzzle concept, and some art assets to go with them. The writer dude (perhaps Troels in this particular case) could do a short paragraph or so on some particular alien (e.g., the one intelligent, studious Orat, ironically hiding & terrified of being eaten, etc) and attach that to an article for the new game asset. A fan fine-artist could build & attach a concept sketch, and another fan sprite-artist (or the same person with both skills) could animate her and attach the sprites. A musician could compose a short 4-6 bar theme to associate with that character, and attach the MIDI sequence. And so forth. That really would be quite an amazing library to put together, even if it begins humbly.
  18. Ok, I'll counter with this; what about a fan-made library of original characters, dialogue, game concepts, scripts, location descriptions, and puzzle designs that artists and programmers can take and run with, like building blocks for plot? I can easily see an artist go to town on Captain ASCII's brief plot description above, and credit him with the inspiration for the artwork, for example. Personally, I'd consider an original character idea (for example) a creditable game asset, just like any sprite. Plus, that way, original characters could be shared amongst fan works (which you guys may already do). Inspiration finds all sorts of ways to strike, and as long as we're all good about crediting our sources, there's no reason to unleash it in multiple ways. You're an extremely creative guy, and it seems that writing is your greatest strength here. With your encyclopedic knowledge of SQ canon, characters, and gags, you are part of a small group of fans here that have what it takes to write something new and interesting, while keeping it firmly grounded the game universe. Of course, everyone wants to keep some things to themselves, since introducing your creation is a huge part of the fun in creating fan content, but I'd welcome unfinished or dropped scripts, puzzle ideas, etc., from any superfan here on SQN. Have any of you ever come up with something that you knew was awesome, clever, or inspired... but you just couldn't make it work? Like it was 80% there, but fatally flawed? Well, let it be free and see if someone else could do something with it. If you really don't like how it was used, ask not to be credited. It's not as different as one might believe from slightly modifying someone else's art assets, and then having to deal with the artist not wanting their modified work to represent them. And, of course, the alternative is that both parties are happy with the work, and everyone wins.
  19. Well, Troels, I suppose that we could work on the IF the way they actually made our favorite IF games; as a team. I'm not particularly an expert in SQ canon & history (I'm no Fact Checker or Historian, to be certain!) but I do write code for a living and have played plenty of IF. I'd love working with someone on an Inform implementation of their own IF game story. I'm sure I could learn the game language like any other programming language.
  20. Wait, pointless? Not at all, we're still trying to hit stretch goals! Going to the kickstarter does eventually get you to the Paypal. That could be added directly, as well, qprider.
  21. Well, of course there is! It's different because it's your game, so in that case you are the narrator. Who wouldn't write in Roger arguing with you in your own game? I think that "appeal to temptation" is a completely valid defence here.
  22. Yeah, actually, nextheory, in regards to video production and building the video collage with transitions & such, you were my first thought. I didn't want to lean too hard on you though, because you already worked hard to put together an awesome promo, and it's pretty obvious that the person putting the pieces together will be doing the most work. It's kind of tough for me to justify thinking up an ambitious idea and asking someone else to go do it. So, folks; I have some ideas for a rough "storyboarding" of the promo, and stylistically what I'm envisioning. I'm thinking of a 6-8 minute affair, intended to (roughly) follow the progression of the project. Call it three "acts", as it were. First, it starts heavy with SQN community & superfan materials, to capture the heady enthusiasm we began with, including a banner first week, as well as enthusiasm amongst adventure game projects on KS in general (the "Sierra rising from the grave" graphic, for example, would feature here) . Next, in act 2 we go into the Great Blackout; despair, hopelessness, perhaps we can riff on the trolls a bit here (if we want to immortalize them at all), and this, of course would be where the Ballad sits (along with images like pcj's "I WANT TO BELIEVE"), etc. This is also when a bit less than half of the KS fan images are generated. In the last act, we have the blitz, the Return of the Space Pope, and the campaign comes back with a vengeance. I've some cool ideas for capturing this mood, and some ideas for victory audio here. To truly honor fan content (and also because we've not gotten permission from the content creators or the Two Guys) we're not going to have any of the materials the campaign officially posted (the comics, interviews, wallpapers, etc... so for example, no Roberta Williams image here except for the fan-modified versions, under fair use, and only ones that do not disparage her in any way). But there is *plenty* of material to draw from, the other half of fan images were generated during this point, so lots of slow image zooms & photo bouquet effects here. This is where we win. After act 3, I'm envisioning a brief finale & victory music, followed by credits. Maybe we can get permission to use the Rooter & confetti image, but if not, then it's not a problem. My idea isn't intending to go far beyond the scope of Warbird's "Do You Remember?" video, where most of the content is set to a backing track which is faded down to cut to video excerpts. The difference, of course, is dealing with the photo montages. The sections dedicated to images would be displayed one of three methods; first, using the Ken Burns effect, a.k.a. linear transform, (for really gorgeous detailed ones like nextheory's PledgeQuest concept art, and Maya's rocking Andromedan). Second, in an akimbo "stack of photos" kind of arrangement of several images for ones like the Twinkie Tuesday's and the flyers posted on the bulletin boards, faded in (that one could be composited by hand in an image editor first, for arrangement, and then zoom/panned like the first method). The comics would pan from frame-to-frame, similar to [media=]http-~~-//www.youtube.com/watch?v=F4rMJFn5gKw[/media] That video, BTW, much fancier than what I'm imagining. I wouldn't have text bubbles changing at all, nor hover the comic so it wobbles. No page-flip transition animation is necessary because all of the comics are one page. That example was only intended to demonstrate basic movement style and pacing. If Tawmis or SkyeFyre would do a Let's Play of PledgeQuest and The Mysterious Cartridge, I'd love to have excerpts of them included in the third act. Actually, it would be great to have any fan do it, but I think these guys are all set up to LP already. So, this seems like a wall-o-text, but really it boils down to the following; intro screen, splitting up the photo montage sements into 4-6 second scenes & producing each one, selecting & cutting video segments from the fan videos, choosing music for act 1, 3 and the finale, and fully producing the Ballad (with vocals!) for act 2, followed by arranging, editing, mixing, and titling. No sweat, right? ;) Perhaps I'm the king of overcomplicating things, but this can be simplified down into bite sized chunks. I'm trying to learn how to do some very basic editing on an NLE myself, and will try to produce one photo display segment by the end of this weekend. I may not be mentally capable, but I'll give it a shot. We can easily divide these segments up and build up a collection of them. I think that's where we should start. How they are arranged afterword is a matter of editing (and whomever does the final edit gets dictatorship over the final product). Making act 2 fit the song may be a bit of a stretch, since I have no idea how long it will be, but I'm not worried about that. We should be so lucky as to have so much finished content ready that we either have to cut some or produce filler and transitions.
  23. Yep, they've been fixed for about a week now. Yeah, the Twinkie Nose Tuesdays would be a fantastic addition! You definitely deserve some payoff for all that twinkie consumption... I'll have to steal Chris's avatar as well.
  24. Space Pope, we are trying to put together a video collage of fan art, fan video content, fan poetry, both of the promotional fan games, and another special thing I've been bouncing around, over at this thread: http://www.spacequest.net/index.php/topic/467-tgfa-kickstarter-fan-art-project/ It would just be so awesome if we could set the collage part of it to music from Ohverture's ballad :) My video production skills are extra weak though...
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