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SpaceVenture - Space Quest spiritual successor by Two Guys from Andromeda - now on Steam Early Access

LarryTyphoid

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There's a scene in the game where you meet the Two Guys, just chilling on beach long chairs.
They say they are supposed to be working on a game, but they're already late, and it might be the end of their careers. They're aware of bugs, but they'd rather just chill on the beach rather than fixing them.

I am not making this up.
This sounds pretty in-character for those two retards, actually. I haven't played it myself but GeorgGreat's Space Quest 3 review really made it clear to me that the "Two Guys" are giant lazy megafaggots. They pull the same shit in that game. Constantly insulting the player for doing anything, lazy and snide environment descriptions ("This is just something the artist put here because he thought it'd look cool"), unfunny Rick and Morty-tier 4th wall breaking humor, etc. The game literally ends with the shitters making fun of you for paying 60 dollars for their terrible product. So it's no surprise that they'd do the same thing in their nostalgiabait cashgrab. Anyone who gave money to these two shitcunts deserves what they got.
 

Taxnomore

I'm a spicy fellow.
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Codex 2013 PC RPG Website of the Year, 2015
I have finally finished this. It was painful.

The narrative spread by the defenders of this game is that underneath the bugs and the unfinishness there is a good game.

Sadly not. The puzzle design contains ideas that are not only executed poorly but are bad or uninspired ideas from the very start. The story ends as soon as it's barely starting to pick up. The writing, which is the hallmark of the Space Quest series, is here lacking both in quality (it doesn't suck, it never gets good enough though) but also in quantity as the game lacks the numerous descriptors and jokes from attempting or looking at different things in Space Quest games.

The game can't be salvaged without being redone entirely and the Two Guys wish they were already done without it.

The game ends with the narrator exclaiming "Okay, who wrote this crap ? I just can't . I just can't anymore."

It was Gary Owen's last performance and he passed shortly after recording this.
 

LarryTyphoid

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My shitting on Space Quest 3 was enough for taxalot to put me on his ignore list, apparently :lol:
The retards who made this game are lazy scammers and always were.
 

Taxnomore

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Codex 2013 PC RPG Website of the Year, 2015
Saw it. Biased review.
SQH banned me on Twitter because I said liking Deponia doesn't mean you endorse Rufus and that you are a Nazi pedophile. He disagreed. Very cool guy.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Haha, of course they need Ken Williams' help to finally properly finish this: https://www.kickstarter.com/project...re-by-the-creators-of-space-que/posts/3771311

Exciting news on SpaceVenture​


Hello everyone! We wanted to give you a quick update with some pretty exciting news. First off, we wanted to thank you for all the feedback we got on the backer only release build of SpaceVenture. We learned a whole lot about items that needed some serious work on the game. We were able to resolve the vast majority of the issues that were brought up by you all that reported issues to us.

If for some reason you didn't get the email for that build, please await word from us on a new build. That previous build definitely had some issues and we prefer to send out a new build of the game with fixes. So again, if you didn't get that build, please stay tuned for a new more stable build of the game to be released in the future.

After releasing the build of the game towards the end of 2022, we immediately began working on another build, but wanted to make sure we had gotten the reported issues fixed. As always, things slowed down during the holiday season. In January, we began getting ramped up to finalize the new build to send out to you all here at the beginning of 2023, however, we have something really exciting to let you know.

In February, we were contacted by Ken Williams (Co-founder of Sierra On-line/Cygnus Entertainment) about a partnership that would involve some really great possibilities for the future of SpaceVenture. As you are aware, the majority of the team is only able to work on the game part time at this point. And no one is being paid anything, due to being low on funds. We are in talks with Ken about bringing some fresh funding into the project that would involve the following:

  • Some full time paid developers that would help solidify the code and fix remaining bugs that will make the game play better. This would also involve making sure code is updated with the latest and greatest version of the Unity engine.
  • QA folks to assist in making sure the game is at the level of quality that it deserves.
  • Plans to release the game on the promised platforms: Windows, Mac, Linux, iOS, and Android. Cygnus has just released their Colossal Cave game on Playstation, Xbox, Switch and is working on it for mobile devices. If a deal comes together, all of those will be considered for SpaceVenture.
  • Plans to release the game in even more languages, which we will announce once we have confirmed them.
  • Additional promotion/marketing of the game to the public
In return, we will be splitting any income made on SpaceVenture with Cygnus Entertainment. Our agreement with Ken is that no one makes any money off of SpaceVenture until our backer rewards are shipped. Again, to be clear, our agreement will still include the fact that once the game is available on the various online stores for purchase, we will use the income for reward shipping to backers. We still have plans for making an option available to people who would like to pay their shipping ahead of time, in order to get their rewards quicker. We will provide more information on this later.

As a reminder, please do not email us your address for reward shipping. Once the game is publicly available and we are ready to start shipping items out, we will request your address information.

Please understand that no contracts have been signed yet. We are still in the process of talking and Ken’s developers are looking at the project now and we are all trying to get a feel for what will need to happen and an approximate cost/timeline for everything. Since this negotiation put a few things on hold for us, we felt like it would be good for us to let you all know the situation.

Though this agreement is not solidified yet, we are encouraged by the possibility of working with Ken and Cygnus on making sure that SpaceVenture gets the level of polish that it deserves. As always, thank you all so much for your continued patience and support.

KEN AND ROBERTA WILLIAMS / CYGNUS HAVE RELEASED COLOSSAL CAVE

Just in case you're out of the loop, we wanted to do a shout out to Ken and Roberta Williams along with our friend Marcus Mera. They have remade the game "Colossal Cave" into a new 3D/VR adventure game.

Please go check it out when you have some time!

https://www.colossalcave3d.com/

7c585bb0d19df548f5d4a788fddeaf44_original.jpg

SIERRA COLLECTORS QUEST BOOKS

Stephen Emond from Falcon Designs has created some really great books about collecting Sierra On-line video games and more. Please feel free to check it out here:

https://falcondesigns.ca/product-category/sierra/sierra-books/

 

Blackthorne

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Codex 2014 Divinity: Original Sin 2
lol, Ken didn't install that software on anyone's computers when I was on the project. I came on in March/April of 2022... the whole way to the end, no one had that on there and we all did more to finish that game than anyone. Maybe it was something he experimented with early on, and learned was more of a pain in the ass.... I dunno. Ken likes to be transparent about what he tries, which is why he mentioned in in the post-mortem. But from my end, I can tell you it wasn't a thing.

I'm excited, I hope this SpaceVenture thing goes through, cause I will be working on it when it does.
 
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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex USB, 2014 Shadorwun: Hong Kong Steve gets a Kidney but I don't even get a tag. I helped put crap in Monomyth
I've been asked a few times whether Roberta and I, and our company Cygnus Entertainment, would get involved with SpaceVenture.

The quick answer is that I'm not sure.

The game is a lot of fun and has great potential. That said, there's some work to be done to get it "perfect" and to roll it to additional platforms. Roberta and I continue to be on overload working on our Colossal Cave game. We've been working hard on adding features that users demanded, and on rolling to additional platforms. For example, we have IOS coming out in the coming weeks, and PlayStation 2 VR plus a huge graphic upgrade.

I told the SpaceVenture team that I'd help them with some of the coding, and meant it, but since that time (months ago), I've done nothing for them. I keep thinking our Colossal Cave project is done, and then something comes up that sucks me back in.

Meanwhile, I believe that the SpaceVenture team is still working on the game. It would be an honor to publish their game, and to help them with development. But, to do that I need the time to focus on it, and time seems to be the one resource I can't seem to find or buy.

And of course, there is also the discussion of whether or not Roberta and I should return to our lives as retired world cruisers (we have a boat we circumnavigated). For now, its a meaningless discussion between Roberta and I. All we do is work on Colossal Cave and until we get it complete and all players happy, we have no time to do anything except continue to work. There will come a day we can poke our heads out of the sand of game development and ask what comes next, and I keep thinking that day is just around the corner, but ... it never seems to arrive.

You know all I know...

-Ken W
:deadhorse:
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Unity upgrade :deadhorse: https://www.kickstarter.com/project...re-by-the-creators-of-space-que/posts/3989221

Latest news on the project!​


Hey everyone, we hope you're all having a good holiday season. We wanted to do a quick update on the project. We have been in the process during most of this year, trying to move SpaceVenture onto the newer Unity platform. We had built SpaceVenture on an older platform due to the licenses that we purchased back years ago before Unity changed their licensing model. Of course, this was the newest platform back when we purchased the licenses.

What we did not expect was how extremely different things would be on the Apple/Android operating systems during the time period of finishing the game. We originally had licenses for Windows, Linux, Android, Mac, and iOS, however, at this point, the out of date Unity engine that the game was built on, can only produce SpaceVenture on Windows and Linux.

So in order to fulfill the game being released on the other operating systems, we are in the process of moving into the newer Unity engine. As you can probably guess, this has been quite an undertaking due to there being so many changes to the newest engine and the code it supports. We are going scene by scene and fixing all the issues found after the upgrade. Ken Williams’ Cygnus team started to help earlier in the year with this, but due to their game “Colossal Cave Adventure” experiencing some slow downs on its various platforms, they had to switch gears and focus fully on it instead of SpaceVenture.

The SpaceVenture team is now utilizing the newer Unity engine and tools to get everything straight. We are fixing bugs along the way and addressing many of the complaints that we got from our previously released build. We realize that a lot of you would like us to go ahead and release the game onto Steam. It’s important to understand that we only get one shot at making a positive impression with players on Steam, and hopefully get decent ratings/reviews there. We are counting on income from Steam in order to pay for reward shipping to everyone. That being said, if we release on Steam and players are unhappy with the results, it will be tough to make the money we need for the shipping. We don’t want to release the game there until we’ve got it stabilized on the newer Unity platform and have finished addressing concerns from the earlier build. Also once we've got things stable, we'll release an updated build to all of you as well, not to mention Steam keys when the game goes on there.

As always, thank you all for your patience! This has been the longest haul of our lives, but we’re still hauling and not giving up! We hope all of you have a great rest of 2023 and a happy new year!

KEN AND ROBERTA WILLIAMS / CYGNUS HAVE RELEASED COLOSSAL CAVE

Get it now on all the following platforms and locations!
 

Taluntain

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Unity upgrade :deadhorse: https://www.kickstarter.com/project...re-by-the-creators-of-space-que/posts/3989221

Latest news on the project!​


Hey everyone, we hope you're all having a good holiday season. We wanted to do a quick update on the project. We have been in the process during most of this year, trying to move SpaceVenture onto the newer Unity platform. We had built SpaceVenture on an older platform due to the licenses that we purchased back years ago before Unity changed their licensing model. Of course, this was the newest platform back when we purchased the licenses.

What we did not expect was how extremely different things would be on the Apple/Android operating systems during the time period of finishing the game. We originally had licenses for Windows, Linux, Android, Mac, and iOS, however, at this point, the out of date Unity engine that the game was built on, can only produce SpaceVenture on Windows and Linux.

So in order to fulfill the game being released on the other operating systems, we are in the process of moving into the newer Unity engine. As you can probably guess, this has been quite an undertaking due to there being so many changes to the newest engine and the code it supports. We are going scene by scene and fixing all the issues found after the upgrade. Ken Williams’ Cygnus team started to help earlier in the year with this, but due to their game “Colossal Cave Adventure” experiencing some slow downs on its various platforms, they had to switch gears and focus fully on it instead of SpaceVenture.

The SpaceVenture team is now utilizing the newer Unity engine and tools to get everything straight. We are fixing bugs along the way and addressing many of the complaints that we got from our previously released build. We realize that a lot of you would like us to go ahead and release the game onto Steam. It’s important to understand that we only get one shot at making a positive impression with players on Steam, and hopefully get decent ratings/reviews there. We are counting on income from Steam in order to pay for reward shipping to everyone. That being said, if we release on Steam and players are unhappy with the results, it will be tough to make the money we need for the shipping. We don’t want to release the game there until we’ve got it stabilized on the newer Unity platform and have finished addressing concerns from the earlier build. Also once we've got things stable, we'll release an updated build to all of you as well, not to mention Steam keys when the game goes on there.

As always, thank you all for your patience! This has been the longest haul of our lives, but we’re still hauling and not giving up! We hope all of you have a great rest of 2023 and a happy new year!

KEN AND ROBERTA WILLIAMS / CYGNUS HAVE RELEASED COLOSSAL CAVE

Get it now on all the following platforms and locations!
I paid $15 for this over 10 years ago and have gotten way more entertainment from these updates than I ever did the game itself. Money well spent.

:lol:
 

Taxnomore

I'm a spicy fellow.
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They do not need an engine change.

They need, above all, a rewrite and to add more interactable objects (good luck, Gary Owens is dead). They need to rework some of the puzzles. The fact that the game was barely functioning was not my biggest issue. The released game felt like a beta of a bad game. Fix the bad game before fixing the beta.
 

Unkillable Cat

LEST WE FORGET
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Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
Last scene looked like it served as an inspiration for Lethal Company's 'termination clause'.

The airlock controls are even in the same place!
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
And a big update: https://www.kickstarter.com/project...re-by-the-creators-of-space-que/posts/3989405

SpaceVenture version 2 (The Updated Engine Edition)​


Hello everyone! As always, thank you all for your support and patience as we continue to work to get SpaceVenture out to you all. We feel that we’ve finally got some new information to share with you and hope you’ll find it exciting to see some progress on the project. For those of you just wanting the basic information in this update, we’re going to keep it short and sweet here in the below “Overview” and if you want lots more details, you’ll find that lower on this post.

OVERVIEW​

It has been a massive undertaking to get SpaceVenture into the updated version of the Unity Engine. Way more massive than we ever dreamed, however, we are so happy to say that the update is complete and every scene is working even better than it did on Unity 4. We are calling the updated engine version of the game, “SpaceVenture version 2”. We now have a voluntary QA team of people that are extremely hardcore adventure game players that are hammering the new version of the game and reporting bugs. Once we have squashed those bugs, we are going to release the game to all of you who are Beta testers and do a round of bug testing that way as well. Once the Kickstarter Beta testing phase completes, version 2 will be released as a build to you $15 and up backers, and then the plan is to get the game out on Steam. Also, after listening to a lot of backer feedback on SpaceVenture v1, we’ve fixed a ton of issues and have made some changes to SpaceVenture to help make things more intuitive and streamline certain aspects of the game.

FOR MORE DETAILED INFORMATION, KEEP READING​

The Unity Upgrade Process (PHASE 1 of SV v2 release)

Originally, after releasing the first official build of SpaceVenture version 1 and receiving a lot of your feedback, we realized there were still a lot of bugs in the game. At that time, our plan was to just focus on fixing those bugs. Which we did fix a huge amount of them. Shortly before we were going to release a new build, Ken Williams contacted us about partnering with Cygnus (his new company). We took a step back together and looked at the project on Unity 4 and discovered that Unity 4 would no longer support the additional platforms we wanted to release the game on. Ken (with the help of his team) wanted to assist us in helping us upgrade to the newer version of Unity. Ken gave us the greenlight to announce this to you all in a Kickstarter update, which we did. The upgrade process was started in its infancy and Ken drew up a rough draft of a contract. Shortly before the contract was finalized, Ken re-evaluated his own project (Colossal Cave) and realized that it was behind schedule on certain releases and that he was about to cause it to be further behind by pulling programmers off of it. So they were not able to take part in the upgrade process of SpaceVenture as planned.

We decided to go ahead with the engine upgrade, since there was no way we could release SpaceVenture on any platform except Windows and Linux. This was a much bigger undertaking than we ever dreamed.

d57a7c5d3530ffee984f6e962f1995fb_original.jpg

Here is a list of some of the challenges:

  • Every single scene (truly) was broken in some way and needed attention due mainly because of differences in the two versions of Unity.
  • The navmesh system, which is how the characters navigate the scenes, had to be completely redone due to the new way Unity manages them.
  • The new version changed certain things about objects in the game that had animators attached. As one can imagine, we have hundreds of objects that contain animators
  • We purchased lots of plugins from the Unity store back in the day and a lot of these plugins no longer work with new Unity. So we had to get new ones or create our own custom solutions for dealing with this.
  • Audio files in the game involving VO had defaulted to 3D as opposed to 2D. In some places, this was not a problem, but in most areas of the game, this had to be fixed.
  • We had over 1000 scripts in the game that needed some code refinement before the new version of Unity would allow us to make a build of the game.
That list just contains some of the highlights of the challenge involving the upgrade process. The point in telling you all of this is to try and help explain why this process took so long. When the team finally completed the upgrade, it was such a huge and happy accomplishment for us all. It for sure reinvigorated us and has given us a breath of fresh air to help push us further and fuel our fire to get the game out to you all.

The QA Process (PHASE 2 of SV v2 release)

This is the phase we are currently in.

One of the things we wish we had done with the SpaceVenture v1 build, was put together a QA team for testing before we pushed it out. We, as a development team, really did test the game a tremendous amount before release. But it feels like in some ways, we couldn’t see the forest for the trees, being so close to the project as we are. This time around as we push to release v2, we contacted a series of people that we know really love playing (and possibly breaking) adventure games.

It was a little over a month ago that we finished the SpaceVenture Unity upgrade, and (after making some major improvements) we just within the last few days got the build in the hands of our QA people. So here is a little of what is happening with the QA folks right now:

  • Each QA person has been given access to a way to report bugs in detail to us
  • Something else they are providing is video playthroughs of their bug testing. This allows us to see the bugs, but also lets us watch how different people are playing the game. So far, this has been invaluable to us!
  • Every day, we are combing through any bugs that are found and triaging them based on High, Medium, or Low priority.
We are not 100% sure on how long this process will take, because as you can imagine, it will depend on how many bugs that are found and the time it takes to fix them. The good news is, so far, the items that have been discovered are nothing that should take a ridiculous amount of time to fix, and we are already in the process of fixing things that are found. But again, time will tell on this.

The Backer Beta Test Process (PHASE 3 of SV v2 release)

Once we complete the QA phase, we want to give our backer Beta testers a chance to help us out by playing the game and giving us feedback. We regret not pushing this further with SpaceVenture v1 and don’t want to make that mistake with v2. We realize that a massive amount of time has passed, and everyone (including us) is probably in a different stage of their lives than when we started building this game all those years ago. However, for those of you Beta test backers that are willing, we’d love to get your help when we get ready to release a build to you all.

Our current high level plans for this process:

  • We will do a Kickstarter update when we get to this phase
  • We will provide information on how to get access to the build
  • We will provide a way for you to communicate your findings to us
  • The build will be for Windows only. The plan is to work on other platforms, once the official build for v2 on Windows is released
As mentioned previously, we don’t know exactly when we will get to this phase because we are knee deep in the QA phase right now. But we will announce this phase once we’re there.

The Backer Release of v2 (PHASE 4 of SV v2 release)

As we finish up with our Backer Beta testing phase, our plan is to fix the things that need to be fixed based on bug reports. Next, we plan to release an official build of SpaceVenture v2 to you all that backed the game at the $15 and up level.

26263c0bc6c7266bd816794f4fd91f92_original.jpg

Some information about this process:

  • We will do a Kickstarter update announcing the finishing of the backer Beta tester phase and details about the Backer Release phase.
  • As stated previously, the first release will be for Windows only, but now that we’ve gotten the game on the newer Unity engine, porting the game to the other platforms will be possible. We do realize that this process will still take some time, work and testing.
  • As promised, we will provide a way for you all to download a DRM free version of SpaceVenture (version 2).
  • Once the DRM free version has been released, our goal is to then get the game on Steam, GOG, and other platforms that will accept the game.

IMPROVEMENTS TO SPACEVENTURE​

After receiving an overwhelming amount of feedback from players that played SpaceVenture v1, we knew we needed to fix some things going forward. Obviously bugs, but there was a lot of feedback regarding other elements of the game as well. We took the vast majority of items being reported and put together a massive list. We spent hours pouring over that list and narrowed down all the items that we should prioritize going forward. I wanted to touch on some of the bigger items that we have changed about the new version of SpaceVenture.

“The Rooter Problem”

Rooter is for sure one of our favorite elements of the game. He’s a nice little sidekick that the Two Guys dreamed up that provides some fun comedic game mechanics, all in the sarcastic voice matched narrator voice of Gary Owens. And allowing players to use Rooter, is a key ingredient of SpaceVenture. What we noticed from the community of players on SpaceVenture v1, was that there was a tremendous amount of confusion on the following:

  • When should I take Rooter’s drill head and use it?
  • When should I pick up Rooter in toolbox mode?
  • Should I carry Rooter as a toolbox between scenes? Is that important or even a mechanic in the game that is necessary?
  • THE BIGGEST QUESTION: When should I be playing as Rooter and when should I be playing as Ace?
aa6b8c0593501a2809cfb032a0527937_original.jpg

As it turns out, players were spending a lot of time as Rooter when the vast majority of the game doesn’t require you to use Rooter to navigate scenes and complete puzzles. Yes there are quite a few places in the game where you’ll use Rooter, but constantly switching back and forth between the two characters isn't going to help. And there really isn’t any time you need to carry Rooter in toolbox mode between scenes etc.. So we decided to streamline everything involving Rooter and the good news is, it doesn’t really take anything away regarding play value.

In SpaceVenture v2, you won’t be able to just switch to Rooter anytime you want. For key puzzles involving Rooter, you will still have to use Rooter in other ways, such as..

  • Whistling to turn Rooter into a toolbox
  • Picking him up as a toolbox and placing him in certain areas
  • Whistling to get him out of toolbox mode
  • Grabbing his head for using as a drill
  • Attaching items to his head
  • Using his head for it’s tongue shooting action to grab things
  • Possibly even swing across areas “Indiana Jones” style using Rooter’s drill head and tongue
  • There are even some apps you can use while playing as Rooter and that Ace can purchase from his “PDA” app store
In certain situations, such as Ace being incapacitated, the game will auto switch to Rooter. We also added the following improvements to the interface involving Rooter:

  • There is a “How to Play” set of instructions on the Main Menu of SpaceVenture v2 that explain details on playing the game along with some information regarding Rooter
  • There are now “Information” bubbles that will appear on the screen during certain areas that will provide some helpful clues regarding certain aspects of Rooter, such as how to attach an inventory item to Rooter’s drill head.
  • We improved the UI for attaching inventory items together and added a very simple button that appears for detaching items as well.
Again, I think you’ll find that these are improvements that really make Rooter more intuitive, yet don’t retract from the gameplay experience. It also prevents so many “Red Herrings” of gameplay by confusing people on when they should be using Rooter versus not.

“The Curse of the Highlighting Mouse Cursor”

Something else we decided to change was the highlighted “hotspot” cursor in the game. This was a mechanic in which if you hovered over certain objects in the game, the mouse cursor would show a highlight effect.

6be250c7240a70b74341ff0e57257162_original.jpg

Though we feel like this was a great idea at the time, this feature never worked as well as we hoped. It seemed to confuse people, more than it helped. So for now, we have removed that feature from the game, with the intention, to possibly revisit it down the road if time permits. So no more confusing people based on this issue.

“Additional Artwork and Narrative Clues”

With reports that certain areas of the game didn’t have ways for players to figure out certain solutions, we added some additional artwork assets and narrative to help improve the chances that a player will at least know they are looking (or taking action) in the right place. We don’t want the game to be easy obviously, but we don’t want to hinder your progress in a situation where you know what you’re supposed to do, you just can’t figure out the right combinations of actions to do it. Example, In the Crane area of the game, Ace will need to drive “The Mule” and place it in a certain area. This area now has some artwork that helps queue you in on it.

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“For our Hyper Active Click Happy Crashers”

One very helpful thing that we discovered after watching playthroughs of SpaceVenture, is that people tend to double or even triple click objects on the screen a lot more than we ever imagined. This drew attention to certain odd situations that we had not accounted for in which certain events might get triggered multiple times. At minimum this would make events seem weird in the game because they were happening multiple times. In extreme cases, there was even soft locking that occurred that would require you to exit the game. To solve this problem in SpaceVenture v2, we updated our event system with some new code that protects against things breaking due to over excited clicking. This has brought a lot of extra stability to the game overall.

“Salvation through Save/Load Checkpoints”

We’ll spare you rehashing the troubles with the project regarding the save/load system. However, there is some new information to share. When you save your game, it will be saving the state of the scene (aka room) as you entered it. Already, when entering a scene, the game autosaves for you and if you die, it autoloads the scene from the autosave. Though you can also reload your own saved game to different scenes if you want. One of the concerns players have of course, is that they will lose progress if they die and have to start all over. As we old Sierra players have been taught, “Save early and save often”.

To combat this, we have now added checkpoints for certain areas of the game that take a long time to complete. For example, there is a very long sequence where you are in an area known as “The Sewerplant” and you have to take care of a massive tentacle creature. This area of the game involves a long series of actions with Rooter, and then eventually Ace. Originally, in this type of scenario, If you got killed, the reload would start you all the way back at the beginning of entering the scene. So in areas like this, we now have a checkpoint save that occurs. So you won’t have to redo ALL of the work you did to get there before. The game is still going to be challenging and deaths will occur, but we hope you’ll find that as far as losing your progress goes, life will be a little easier than in v1.

Speaking of deaths!

“We need more deaths!”

We know you Space Quest fans love your death sequences, so we added five new deaths to SpaceVenture v2 that weren’t in v1. We actually hope to add a few more before the final release. We’ll leave it to you to find them all. Some of them are really hilarious to watch, but we’ll let you be the judge of that.

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BACKER REWARDS​

Please do not send us any shipping address information at this time. When the time comes, we will do a survey from Kickstarter to get this information from you.

So what is the deal with the backer rewards?

The plan with backer rewards still remains the same. We want to release the game on Steam and other platforms, and whatever money is made, proceeds will go to paying for reward shipping to backers. As we have already mentioned previously, unfortunately after all the time that has passed, the project doesn’t have the funds to pay for rewards shipping. We promise that no one will receive any money from whatever sales are made on the game until we have taken care of the backer rewards to the best of our ability. We also still plan to make an option available for any backers that want to escalate getting their rewards sooner by paying for the shipping themselves.

I do have some new information regarding rewards to share. As we close in on releasing SpaceVenture v2 to the public, we are about ready to get Mark and Scott together in person to do a big box signing extravaganza. They don’t live near each other, so we want to try and knock this out in one go. This will involve anything and everything that was promised to be signed, including signed copies of the SpaceVenture game boxes as well as, some backers backed the project at a level to where they can send their own game boxes (Space Quest Boxes) to us and we’ll get them to sign the boxes and send them back.

For those of you who are going to be involved in getting your game boxes signed, we will be sending you a message when the time comes. Make sure you are keeping an eye on your emails from Kickstarter. When we make the announcement about this, there will be a cutoff date because (again) Mark and Scott don’t live near each other and shipping boxes back and forth can be tricky and get expensive. This is best to be done all in one meeting.

FOR ALL OF YOU THAT MADE IT THROUGH THIS BIG POST​

Here is a short video we put together to showcase some of the fun stuff found in SpaceVenture


FINAL THOUGHTS​

Well that is the update everyone. We hope this update gave you some good insight as to where our heads are on getting this game finished and out to the public. As always, thank you all for your continued support and patience. We really do still appreciate you all. Whether you are someone who has given us positive feedback or negative feedback, know that you are appreciated regardless of the feedback. It is very important to us that we get this game delivered, albeit very late, but delivered none the less. Thanks again!

PROJECTS WE RECOMMEND​

DOCUMENTARY CROWDFUNDING:​

Legends of Adventure: The Story of Sierra On-Line

Calling all adventure game fans! We're excited to support a new documentary that chronicles the rise and impact of the groundbreaking company that was Sierra On-line… featuring loads of your favorite Adventure Game developers!

From Space Quest to Leisure Suit Larry and beyond, this film will explore the magic behind the games that influenced a generation.

Join the adventure! Support this documentary and help us share the untold stories of Sierra On-Line with the world.

Check it out on @BackerKit and be part of preserving gaming history! thelegendsofadventure.com




ADVENTURE GAME FANFARE​

July 26th - July 28th 2024​





KEN AND ROBERTA WILLIAMS / CYGNUS HAVE RELEASED COLOSSAL CAVE​

Get it now on all the following platforms and locations!

 

Taxnomore

I'm a spicy fellow.
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Codex 2013 PC RPG Website of the Year, 2015
None of this is going to salvage the puzzles, design, story, lack of interactable objects, writing and bland characters.
 

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