Yeah, I really love all the physical stuff we had made up; it's really awesome, but distributing it is another separate, full time job. We definitely underestimated that part when we did our first kickstarter.
I can see why Telltale discontinued it, though I suppose now with the level of success and income they have, they could afford to outsource it.
No, the lesson here is we use a fulfillment house next time! I talked about that in our last updated. There are places now that will take your stuff, package and ship it for a fee. If I ever did another kickstarter, I'd calculate the fee for that service into the KS goal.
Hey Shoptroll! Yes, I'm still shipping things out; did a bunch this week already, and I'm doing more next week. Should be a few more weeks, but it should be all out by then! Whew!
I don't know if you guys have seen this, but an image I posted of my wife has gone viral! She wanted to ride "Splash Mountain at The Magic Kingdom (Walt Disney World) but I was tired and didn't feel like it, so she marched off, and when she returned, she had this picture. She said, "Here! I did this for YOU!" We had a good laugh, and soon left the park for the day.
It's crazy, this thing has been all over the net and facebook. Anyway, thought I'd share it here if y'all haven't seen it.
It's coming along well! At this point, we're finalizing a few things and preparing to have the voices recorded for the game. Steve Patrick is returning as the voice of Roehm, with a few surprises as well.
Hey guys, I know some of you around here would like this, so I'm going to try to keep this updated with work I'm doing for Quest for Infamy 2.0.
It's not a new game, but I'm cleaning up the code, truing to fix any lingering bugs and get it a bit leaner and meaner than it was. Today I spent time reprogramming the whole achievements system in game. We streamlined the process a bit, Klytos and I, and got the code leaner and meaner for it. It was tedious work, but hopefully it'll work pretty well. I'm also trying to compile a list of common bugs and errors so I can check those all and test/fix them.
I'll be loading v2.0 betas onto Steam, so if you want to opt in, play and test, you're more than welcome to. I'll amend this with directions on how to do so once I upload a new build.
Yeah, I designed the intro and credits to remind me of the cartoons I grew up with - Dungeons & Dragons, Vol-Tron, Galaxy Rangers, M.A.S.K. James Mulvale, the composer, worked with me - I wanted to embrace the 80s feel in fantasy music by artists like Vangelis, Tangerine Dream and Giogio Moroder... I think he nailed it. I wanted it to feel like a Saturday Morning Cartoon... so hearing you say that warms the heart!
Also, you'll notice, the swamp scene south of the Seer didn't originally have a giant signpost that says "SEER" on it. We put that there after a tester suggested it wasn't "signposted well". So, we signposted it all right.
* There were some random characters at the end of the text when inspecting the jar on the shelf in the general store. I'm not sure if this was addressed in the small patch or not.
Yes, one bank IS higher than the other, and you can jump down, but not back.
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Finn asks Glenda about potions, and she mentions the restore potion. You can then ask more about it.
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Nitpicks:
* It's odd that neither the general store owner or the seer have portraits. I thought this was odd. Is that a restriction due to how their rooms are designed/coded?
Cut for budget.
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* The "sexist prat" line when inspecting the store counter felt out of place. I laughed, but tonally that felt more like it belongs in something with a similar tone to Quest for Infamy to me.
It was supposed to be an easter egg line, randomly said, but ended up being the primary line.
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* I think the animation on the rivers are backwards. I'd have to double check but I swear the narrator/description of the river or lake said water flows out of it, but the animations seem to show water flowing into the lake from the river.
I set the animations to run backwards now, and it looks more like they flow out. It can be a tricky optical illusion with water animations.
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Other:
* Why are we told the general store owner looked familiar?
His original portrait was based on me. It was an in-joke.
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Yes, depending on how you do things - this is to prevent any walking dead ends. If you do some things in a certain order, you MAY have two similar run ins - they vary slightly.
I know why the tree one is broken; it depends on the order in which you do it. I've already fixed it for the next version, but if you play the song first, it doesn't activate right.
Yeah, Abdon'll never speak on your behalf because he is a butthead. You should remember that butthead. He may pop up again somewhere else.