http://herculeaneffort.adventuredevelopers.com
Quick Introduction
There you are, Gregor! I almost strangled myself trying to tie this on my own. How do you make the knot like the guys in The Matrix wore it? What was that style called, the Moravian or something?
Oh, everyone�s here already. Yea�um, I wasn�t planning on shaving. This is my au naturel look. Yes, it is very European.
I�m glad everyone could make it here today. Could we have a quick hand for Dimitris Manos, please? (The crowd bursts into wild applause and throws several pairs of panties onto the stage) He�s done his part for the Adventure Game community by arranging this whole developers' conference.
I guess we shouldn�t assume a celebrity status here, just because we�re the keynote speakers. My name is Ian Schlaepfer, and this dapper young man is my sidekick, Greg. What�s that? Oh, he�s also my brother. Together we compose a duo known as Herculean Effort Productions. (Deafening applause mixed with cheers and foghorn blasts) This legendary crime-fighting team keeps the streets safe for many redheaded orphans and their dogs. In our spare time, we create adventure games. If you haven�t played Apprentice 1, 2, or Deluxe, I�m sorry. Your life just isn�t complete until you�ve made your own cheese with a saddle and sour milk on a hot day.
The Website
For those of you familiar with our work, your first question is probably, �What the hell�. You are, of course, referring to that outstanding tab I left you guys with at Bar Bleu. Or perhaps you were talking about our old website, which is stuck in history somewhere between Reagan�s attempted assassination and the release of Apprentice 1: Deluxe. For this, I have to apologize. I forgot the gun was loaded.
As far as the website goes, there�s an improvement looming on the horizon. Jeremy Page, the brains behind Twin-Design, made a total revamp of the layout, so you can expect something slick and professional, like Astroglide on a porn set. By the way, for all you AGS folk, Jeremy might be better know as Darth Mandarb, the moderator. I feel like I just unmasked a villain�s alter ego. Not that Jeremy is evil. Although when I was a kid, he did tell me that my kitten �ran away�. I still find those skid marks on the driveway suspicious.
Herculean Gold
Let me take the opportunity to tell you a little about the eldest of my brainchild brood, soon to be released upon the amateur game designer community. Herculean Gold will be a members-only section of our website, directly excluding the riff-raff and non-elitist scum. Primarily, it will be an interactive community based around a monthly newsletter. It will feature topics and tutorials on every aspect of game creation, from technical aspects of the graphics, to musical styles. Members can provide input for the next issue�s topics, read our game journals, play technical demos, enter contests with prizes, and join our beta testing league.
The league is a bit like a group of B-list superheroes, but there�s still a veneer of prestige that comes from working with us. You know what I�m talking about, those superheroes that try to get in to the red carpet party and the bouncer has to talk into his earpiece to double check with the floor manager. And while he�s talking, there�s this uncomfortable moment when the superheroes just stand there awkwardly, while the girls they picked up at the club they pre-gamed at are wondering if these guys are liars. Then the word comes from the manager and everything is validated, and the girls get drunk on absinthe in the back room and forget that they ever doubted this great group of guys.
So yeah, joining Herculean Gold will be like getting your name on the list to a kicking party.
Current Projects
When can you enjoy Herculean Gold? It will be released after we complete our current project, which is pretty far along. What does this tell you? Yes, I use an unconventional method to measure time. But more importantly, we�ve been holding out on you. Here are some numbers to get your juices going� Hey, up there! Can you turn on the projector? No, didn�t work, keep pushing buttons. Ok, thanks.
Secret project name: Super Jazz Man
Sound: 0% ! (We usually do it last anyways)
Music: 25%
Puzzles and dialogue: 100%
Sprite art and animation: 100%
Background art: 100%
Cutscene art: 85%
Scripting: 40%
Playable: 30%
Aren�t you excited? Reading that sure makes me excited. But then, so does the prospect of eating whole-grain Cheerios in the morning. The philosophy of this game was for me to explore the basics of adventure games, to return to elements that made some of the older games fun. The art style reflects this retro-feel. In fact, the entire game uses 11 colors. I can�t tell you too much more, but I can show you a few things.
The lead character, as depicted in a cutscene.
The lead character�s east/west walkcycle.
A non-playable room.
The new conversation system in action.
Indoor locations feature a skyline to depict the surrounding area (differentiating the campus, downtown, and the suburbs).
http://herculeaneffort.adventuredeve...ews/music1.mp3
A short clip of the theme music (glorious MIDI music)
http://herculeaneffort.adventuredeve...ews/music2.mp3
A short clip of the music played in a swanky, upscale restaurant.
The second project Herculean Effort is producing is even more secretive, so try not to be disappointed. I drew the background art and designed many of the puzzles. I am helping Dave Gilbert (of Two of a Kind fame) with the writing. This project team also includes Daniel Bosworth (Mr. Frisby to the AGSers) for sprites and animation, Gregor for the music and sound, and Rui �Brisby� Pires for scripting. (Applause after every name mentioned)
Additionally, this game has Ben �Yahtzee� Croshaw�s blessing. Without further ado, here�s a mockup screenshot:
The Future
I know we talked up The Find in the past, but it seems that project will return to the drawing board once again. In my mind, I believe it�s more of my ideal adventure game than it is one we could do justice. Eventually, maybe. I think the future looks brighter for Apprentice 3, judging by the slowly growing size of its design document.
I hate to use this as an excuse, but now that Gregor and I live on opposite sides of the United States, our rate of progress is a notch slower. Maybe even a notch and a half. But ultimately, we�re both dedicated to making games.
I�d like to open the floor for any questions. They don�t have to relate to anything I just talked about, so don�t hold back.
One more thing (and you need to trust me on this) -- when you guys paid for that bar tab, it was for the greater good.