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Thread: Welcome!

  1. #1
    Rank: Rookie
    • Join Date: Nov 2005
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    Default Welcome!


    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.

  2. #2
    Rank: Regular
    • Join Date: Nov 2005
    • Posts: 84

    Default Re: Welcome!

    Are you planning to make a similiar humorous game like Apprentice but with more serious graphics?

  3. #3
    Rank: Rookie
    • Join Date: Sep 2005
    • Posts: 20

    Default Re: Welcome!

    Hi! I want to thank you for Apprentice series! They are great! (maybe it's now time to say that the second game was way too hard for me ) And I'm really excited finally to see your secret project - Super Jazz Man! It looks superb! And the color palette of 11 colors is something very interesing and looks fabulous! Not to mantion the jazz part! I realy like jazz and I would love to hear as much as possible jazz tracks . Nothing more really to say than that I'm really happy with this game. It's somehow no one ever made something jazz and adventure in one so far. So it's unique idea.

    Now to ask some questions... The ordinary one: after you finish the Jazz Man game, will you consider making voice acting for the second Apprentice? Yeah, It's hard to implement it especially when it's with such high qualitiy as Apprentice 1, and maybe many people were asking you that, but yeah, we are hoping. And btw voice acting for Jazz Man will be great too!

    Since your games looks so great and your new ones looks even more great, have you ever consider your project(s) to become commercial titles someday? 10x

  4. #4
    Rank: Rookie
    • Join Date: Nov 2005
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    Default Re: Welcome!

    To: Tomsess

    Well, that is kind of what SJM is. I know the graphics are pretty cartoony and simplistic, but at least I used perspective (unlike Apprentice). Also, the character scale is very similar to Indy: FOA. I don't know if this counts as having "serious graphics".

    As far as humor goes, SJM has that. It tends to have less "in your face" humor as Apprentice or a lot of other adventure games have (self reference jokes, anyone?). I wrote SJM intending to have very natural sounding dialogues, so the jokes should sound like something you would hear in a real conversation (between reasonably witty people).

    To: Whiskey

    Sorry about the difficulty. It's pretty hard to objectively gauge your own puzzles sometimes. It's actually a tough line to walk between "unfair" and "easy as apple cobbler".

    A few things about SJM -- it definitely comments on pop culture and the underground nature of jazz. I wouldn't look forward to voice, since another thing we're trying to do is keep the game under 3 megs (ideally under 1.4). Nothing is truly retro unless it fits on a floppy disk. We'll see how close we can get.

    Voice acting for App2? I think we're going to skip that and move on to App3 (which will have voice, I promise). It took us a looong time getting all the voice done for App1 and App2 has so much more dialogue. Ultimately, I'm greatly indebted to our voice actors, and I don't feel right asking them to do App2 without being paid. So maybe if we take up a collection or something...

    And yes, we have plans for a commercial product. Even superheroes like us need to eat and pay for internet.

  5. #5
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    Default Re: Welcome!

    Yup the humor is less slapstick and comical, but there definitely are parts that make you crack up!

  6. #6

    Default Re: Welcome!

    As impressed as I am with the quality of your Appr games (especially the music - the rain in the horse races was the icing on the cake - hat off to the composer) however, do you plan to heighten the graphics quality of your games?

    The only thing I think your games lack in is epic volume, something that I don�t think your games can do with the current visual statues. This may be a contradictory statement seeing that you announced you plan to make a commercial game but still...

    I don't like the idea that a game must be a certain size (3 meg most) as I feel this is compromising quality for, sort of lack of quantity... I think.

    Another thing is that, although I admire a few of LucasArts games, why do you seek to imitate LucasArts instead of searching for a style of your own. Even the Ex-members of LucasArts AG games have moved on and I think we should embrace games of the future, not dawdle in the past.

    Thanks for reading and I hope that none of these questions or statements have offended you. Keep up the good work.

  7. #7
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    • Join Date: Nov 2005
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    Default Re: Welcome!

    Definitely a fair critique.

    The spark that started SJM was a critique of the two App games, which tended to heavily feature a story, but they weren't story DRIVEN. I wanted to make a game that felt complete. You could play it from beginning to end and feel like it didn't need a sequel or another episode to explain anything.

    That said, SJM will be at least the length of Apprentice 2, but with more locations. I want to show the quality doesn't have to be all eye candy and special effects. I want the game to be carried by the solid writing, so the players can't say they had to overlook things in the game because it was so pretty.

    Before we made Apprentice 1, we had planned to make something (not Lucasarts inspired or retro), but I'm glad we never got very far with it, because we learned so much more this way. By the time we do something professional level, we will have the background in making adventures to do it justice.

    From what I have planned, App3 will look very different from its predecessors. It will be unique and not an example of "dawdling in the past". Although that is fun.

  8. #8
    Rank: Apprentice
    • Join Date: Nov 2005
    • Posts: 71

    Default Re: Welcome!

    Quote Originally Posted by Terramax
    The only thing I think your games lack in is epic volume, something that I don�t think your games can do with the current visual statues.
    Which early-90s (Lucas) games did you consider epic?

    I don't like the idea that a game must be a certain size (3 meg most) as I feel this is compromising quality for, sort of lack of quantity... I think.
    The more you want to do with a game, the more difficult it gets and the more likely it is to fail. Setting some limits beforehand can actually help improving it by concentrating your efforts.

    Another thing is that, although I admire a few of LucasArts games, why do you seek to imitate LucasArts instead of searching for a style of your own. Even the Ex-members of LucasArts AG games have moved on and I think we should embrace games of the future, not dawdle in the past.
    Autumn Moon do use a style reminiscent of some Lucas games. (Maybe Double Fine too?)
    I don't think using a quirky style means copying Lucas. It is probaby inspired by them, but that's about it. Would you consider every smooth-animated game an imitation of Revolution?

  9. #9
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    Default Re: Welcome!

    Right, by setting limits you can be more creative, I find.

  10. #10
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    Default Re: Welcome!

    I know that you guys were planning on using 3D for the Find, and I'm curious how it worked out

    Was it worth it? Too much effort? Not pretty enough? Obviously a retro game like SJM won't have 3D, but will you consider using it for other projects? Or perhaps now that's you've dabbled in both, does 2D seem the better route?

    Looking forward to some pretty dandy stuff coming from you guys...

  11. #11
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    Default Re: Welcome!

    I'm planning to make 3d, cel-shaded sprites for App3. The Find's art style made it a difficult starting point for 3d models, but the cartoony proportions of Apprentice make it a far more ideal target. Hopefully, there is going to be a point when I am skilled enough at 3d to create The Find characters to my satisfaction.

    Don't get me wrong, I still want to make the Find. I would just rather complete the Apprentice trilogy first rather than delaying the 3rd installment for a year or two while we develop The Find.

  12. #12

    Default Re: Welcome!

    I see your sides of the arguement there and understand what you're getting at. One thing that might explain my points of view on the privious post.

    Which early-90s (Lucas) games did you consider epic?
    I started playing AGs during mid 90's (first AGs were 'Blazing Dragons' and 'Discworld'). Because of this, I have a hard time playing games that use and older style. This kind of goes back to my idea of 'dwadling in the past' to that these games lend themselves to older gamers of AGs but not much to newer ones to me. (In saying that, I HAVE played some older AGs via freeware programs e.g. SCUMMVM). I think that both Freeware designers as well as commercial gamers have to think about this.

    The Lucas Arts games I have played are 'The Dig' (didn't like), 'Full Throttle' (was ok), Grim Fandango (words can't describe how much I like it) and Monkey Island 3 and 4 (both not bad, 3rd better).

  13. #13
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    • Join Date: Sep 2005
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    Default Re: Welcome!

    One moe question from me.
    Since you confirm that you plan to release a commercial title, It's not going to be Apprentice 3 the one, right?

  14. #14
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    • Join Date: Nov 2005
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    Default Re: Welcome!

    Sorry, I missed this one earlier.

    Since we haven't really started production on App3 yet, we don't know. I think it really depends on how everything else is doing at that time.

    Outlook unclear.

    Shake the 8 Ball and try again

  15. #15
    Rank: Rookie
    • Join Date: Nov 2005
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    Default Re: Welcome!

    While I suppose it doesn't really matter in the end... I'm curious how you folks design your games. Do you just email back and forth and use Wordpad, or are there other things involved? For instance, do you have a private forum or Wiki, or perhaps just have this gigantic design document you pass back and forth?

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