They've released a demo. Haven't had time to play it yet, but hopefully soon.
It's no big mystery what made Sierra great. (Mostly) good puzzle design, technological innovation that was used to move gameplay forward rather than just being for its own sake, a great sense of exploration and danger in all their games, a sense of humor without becoming over the top, solid main characters, great music, great art. The list is long.I want the Himalaia guys and the Quest for Infamy guys all the luck in the world. Someone have to continue Sierra work. While Lucas Arts had very good adventure games, they didn't had the same impact that the Sierra ones had with me, nothing that Lucas Arts produced made me feel what I felt playing Quest for Glory, Gabriel Knight, police quest, King Quest VI. I don't know why i'm addicted so much to those games but boy I cant play modern adventure games garbage like the Tell Tales Games or David Cage shit.
I want the Himalaia guys and the Quest for Infamy guys all the luck in the world. Someone have to continue Sierra work. While Lucas Arts had very good adventure games, they didn't had the same impact that the Sierra ones had with me, nothing that Lucas Arts produced made me feel what I felt playing Quest for Glory, Gabriel Knight, police quest, King Quest VI. I don't know why i'm addicted so much to those games but boy I cant play modern adventure games garbage like the Tell Tales Games or David Cage shit.
Creator Himalaya Studios, Inc. on Jan 9
There's an update coming soon! Things have been pretty crazy in this realm.
-Rachel
First things first, some belated happy new year's greetings to our dedicated acolytes! We've got quite a bit to report to you regarding Iginor's construction.
Himalaya Summit Meeting 2014 (and beyond)
From the virtual pen of Daniel Stacey
Chris and I caught up for over a week, in real time and space in Melbourne Australia, to work on outstanding design issues and to cement a plan of attack as we move forward into this, the most pertinent stages of the game’s development.
A pile of puzzle design documents from January's brainstorming session.
The result of a very productive summit meeting.
As a result, the past few weeks have seen a phenomenal amount completed, both design and coding wise. Here are just a few of these achievements:
- The Priestess' Palace labyrinth, assembled over an eye-watering span of just two days, is now fully navigable and ready to be explored.
The Priestess' Palace Labyrinth. A network of doom and gloom.
- It’s in this very maze that we can now meet a collection of our esteemed backers… bodiless and bloodied, they are a worthy addition to the treacherous Amun-Cul’s collection.
- Evoker tier backers have begun to make an appearance as full-bodied sprites and we are determining where these extras can appear in-game. In both cases, much painstaking work has been undertaken to ensure that the likeness of said backers is captured as accurately as possible.
- The palace of Amul-Cul now contains a mural room, which must be solved… in additional to an intriguing, intuitive, puzzle-driven treasury room where not all is as it seems.
Scrooge's money bin has nothing on this place.
These are just a few milestones that we have achieved and we're looking forward to accomplishing even more!
- D’arc’s non-combative spells have undertaken some serious refinement. He can now float (as an Air Mage) and a particle system has been implemented to accommodate his Jet spell (Water Mage).
- The crossing of the lake, an enchanted expanse which must be navigated in a certain way, is now fully scripted… another incredibly speedy accomplishment.
- A major redesign of the puzzles leading up to the Priestess’ palace has meant a more immersive experience for the player. A new character has been added, and those originally included to be mere traders now have a much greater role in the storyline.
- The boss battle for Act 1, and its relevant combat strategies, are being diligently coded as we speak.
- An insane amount of art assets for Act 1 have been completed and now look unbelievably awesome in-game.
We have set an internal goal to complete each game Act within a set time and we're pushing like mad to reach it. At the time of writing, we are agonizingly close to finalizing Act 1 (of 4) and our team is looking forward to playing through it and getting - for the first time - a proper feel for how the game is steadily shaping up.
Daniel
Yes, it is.This is a AGS engine game right?