Crooked Bee
(no longer) a wide-wandering bee
Tags: Corey Cole; Hero-U: Rogue to Redemption; Lori Cole; Transolar Games
Corey and Lori Cole, creators of Quest for Glory, are back! It has been known for some time that they are working on a new game, and today it has finally been announced. Thankfully, it is a single player, not social, game. Furthermore, Hero-U (working title) is not just a single game, but what is supposed to be a 5-game series. Moreover, in contrast to Quest for Glory, Hero-U is being advertized by the Coles as a "turn-based, tactical" game, as stated on the reveal page:
Then there's also this interview at Mashable:
Naturally, in what has already become a tradition for "oldschool" developers, Corey and Lori Cole are going the Kickstarter route for this game to happen. Stay tuned for further developments. (Holy shit, this is awesome.)
Corey and Lori Cole, creators of Quest for Glory, are back! It has been known for some time that they are working on a new game, and today it has finally been announced. Thankfully, it is a single player, not social, game. Furthermore, Hero-U (working title) is not just a single game, but what is supposed to be a 5-game series. Moreover, in contrast to Quest for Glory, Hero-U is being advertized by the Coles as a "turn-based, tactical" game, as stated on the reveal page:
The Hero-U combines turn-based, tactical combat and dungeon exploration with rich character interactions, challenging puzzles, and an immersive story. Acclaimed game designers Corey and Lori Cole – creators of the award-winning Quest for Glory series and Castle of Dr. Brain – take you on an epic role-playing journey.
Your life has not been an easy one. Caught red-handed during your thieves’ guild initiation, you have a seemingly-easy choice – Go to reform school or rot away in prison. The teachers and students are intent on making your life a living hell, while trouble lurks in the catacombs below. It’d help if you didn’t need to worry about being killed and passing midterms.
Corey and Lori Cole have assembled a star development team featuring Brawsome, developers of the award winning MacGuffin’s Curse and Jolly Rover. The School for Heroes features:
There's also this snippet on Hero-U's combat in one of Lori Cole's tweets:Your life has not been an easy one. Caught red-handed during your thieves’ guild initiation, you have a seemingly-easy choice – Go to reform school or rot away in prison. The teachers and students are intent on making your life a living hell, while trouble lurks in the catacombs below. It’d help if you didn’t need to worry about being killed and passing midterms.
Corey and Lori Cole have assembled a star development team featuring Brawsome, developers of the award winning MacGuffin’s Curse and Jolly Rover. The School for Heroes features:
- Tactical combat, where player choices make a real difference
- Branching conversations that affect your relationship with other characters
- Characters with unique personalities and their own agendas
- Challenging puzzles that are an important, organic part of the story
- Meaningful choices between exploration, study, and social interaction
We've been working on the upcoming combat system for Hero-U. It's a blend of tactical maneuvers and turn-based combat. Should be much fun.
Then there's also this interview at Mashable:
“It has threads from the Quest for Glory universe, but it’s a very different game,” says Lori. “It won’t look anything like it.”
[...] “Graphically, it’s going to be quite different from Quest for Glory,” says Corey. “The role-playing type adventure will actually be on a 2-D tiled map, [where players can] explore the catacombs and the school itself. It’s a top-down look. You will be doing all of the crucial role-playing type things, like fighting monsters, but our [game] is very tightly scripted, so there’s a purpose any time you go down to those catacombs. Things you’re looking for, things you want to discover, sometimes specific monsters you want to defeat — all these things advance the story line.”
[..] While the game itself will not be multiplayer or social, the Coles hope to engender a vibrant forum during development and after release. “One of our plans is to really build the website into a community. I can’t talk too much about what we’re doing with it, but it will basically track what you’re doing in the game — if you choose to sign up for that feature — and it will allow people to talk about their experiences. It will be the players interacting, as opposed to their characters.”
[...] “At this point, we’re going to try and go for $400,000,” says Corey. “I’m doing some budget exercises right now. We know we can make the game at $450,000, but we’re trying to see if we can do it for $400,000.”
The amount of funding will have a substantial impact on the breadth of the game and its social community, Corey explains. “If we barely make [the original] goal, then we’ll be struggling to even get a game out, but we’ll do it.”
[...] “Graphically, it’s going to be quite different from Quest for Glory,” says Corey. “The role-playing type adventure will actually be on a 2-D tiled map, [where players can] explore the catacombs and the school itself. It’s a top-down look. You will be doing all of the crucial role-playing type things, like fighting monsters, but our [game] is very tightly scripted, so there’s a purpose any time you go down to those catacombs. Things you’re looking for, things you want to discover, sometimes specific monsters you want to defeat — all these things advance the story line.”
[..] While the game itself will not be multiplayer or social, the Coles hope to engender a vibrant forum during development and after release. “One of our plans is to really build the website into a community. I can’t talk too much about what we’re doing with it, but it will basically track what you’re doing in the game — if you choose to sign up for that feature — and it will allow people to talk about their experiences. It will be the players interacting, as opposed to their characters.”
[...] “At this point, we’re going to try and go for $400,000,” says Corey. “I’m doing some budget exercises right now. We know we can make the game at $450,000, but we’re trying to see if we can do it for $400,000.”
The amount of funding will have a substantial impact on the breadth of the game and its social community, Corey explains. “If we barely make [the original] goal, then we’ll be struggling to even get a game out, but we’ll do it.”
Naturally, in what has already become a tradition for "oldschool" developers, Corey and Lori Cole are going the Kickstarter route for this game to happen. Stay tuned for further developments. (Holy shit, this is awesome.)