The Games > Quest for Infamy

Marching Towards Infamy!

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Blackthorne:
Well folks, it's been an amazing Summer for us here at Infamous Quests.

Our Kickstarter Campaign was very succesful, and we're now marching on - towards Infamy!

This game has been in the works for a while - about a year ago, while racing towards the finish-line with Space Quest 2, I began to put the wheels in motion to get this project started.

I wrote, and I wrote - I made outlines, and got ideas assembled.  I wanted to make sure I had enough stuff to go on, and get a team together to work on this.  I kept plugging at it, a little at a time, while we were running around like a bunch of lunatics, trying to finish up all the details on Space Quest 2.

So when I finally pitched it to Klytos in November, we had a good idea of what we wanted to do.  After talking a short break following SQ2's launch - we started up Infamous Quests, and the Infamous 7 went to work creating what became the demo.

WHEW.

So, now - we've had more talent flock to our banner - and things are progressing really nicely here!  I've been on a tear lately, trying to write more and more bits of dialogue, and coming up with more and more puzzles.  I'm excited about the coming months - and I'm excited to show you what we're up to. 

Demo v 2.0 was originally planned to be released during the final week of the Kickstarter - to show the backers that we took some suggestions and implemented them.  However, due to a massive storm in Chucklas' area, he had no power and was forced to not work on the game, but to sweat his ever-loving face off and occasionally use his iPad to tell us that he was okay, but his freezer had a lot of melted and ruined food. 

Now, we've decided to take Demo V 2.0 to another level - and add more of the game to it.  What you saw in the demo was part of the game - but there were elements left out - the interiors of more shops in Volksville, and another area of Volksville.  The characters that populate them - and more of the woods that surround the town!  Along with some improved, top-secret game mechanics - we think you'll find playing the "intro" of the game to be a more satisfying experience. 

I do not, as of yet, have the official release date for that - but I can say it will take more time, so it won't be anytime very very soon.  Probably a couple of months.  But, we're working on it!

As always, send me your questions, send me your photos of you being Infamous.  Oh, and first person to Cosplay as Roehm gets either a Boxed Copy of the game - if they don't have one coming, or a small sprite Cameo in the game.  Boo yah.  So, hey, if the mood strikes you at Halloween - let'er rip!

Bt


     Fighter's Frenzy: Fight - Defend - Fight - Fight - Defend
     Mage's Mindgame: Magic - Drink - Drink - Magic - Sneak
     Chief Thief:  Confer - Drink - Sneak - Defend - Sneak
     Failed Diplomacy: Confer - Drink - Confer - Bribe - Bribe
     Devious Dirtbag:  Sneak - Drink - Confer - Bribe - Escape

Intendant S:
I can't wait to try out Demo 2.0 and the game itself when it releases, of course.   ;D

s_d:
A couple of months?  Wouldn't that be November?  Which is a month out from your estimated December release, correct?  At that point, why not push for the actual release and not bother with a demo?  Is there a schedule slip to discuss?  Give us the nitty-gritty... we're your friends.  Best to be transparent with scheduling as early as possible.

Chadly's head may explode  ;D

rugged:

--- Quote --- A couple of months?  Wouldn't that be November?  Which is a month out from your estimated December release, correct?
--- End quote ---
During the kickstarter BT indicated that if the increased content stretch goal would mean production time would be extended by a small amount.
 
Personally I think they should release demo 2.0 very close to the main title release. It will give them the chance to build some momentum into the release and hopefully that transfers into sales.
 
Are you finding many delays in production or have you been able to stick to your schedule? I always felt an early 2013 release date was going to be pretty demanding for an adventure / rpg hybrid.  Either way I think the key is to release the  best possible product and if that takes an extra few months so be it.

Blackthorne:
Yes, that's right S_D - with the additional content we're adding to this game, it's stretching production time out longer.  Which is why I'd like to have a longer and more content full demo to release to the backers towards that date.  I want everyone to stay excited about what QFI has to offer, and I want to keep everyone in on the loop. 

Right now - I feel everything is on schedule.  We're certainly cruising along - I know this: everyone on this team is extremely dedicated to getting this game out sooner rather than later, and to ensuring that in that time frame, we are still producing a quality work.  There's a lot of overlap and overtime.  Hell, people have been doing work from the road - travels and vacations!

Making a game is a long process - we're lucky that we're almost, in essence, a year into the production of this.  Building the demo that we made already laid the groundwork for the game - and now we're polishing off a few more mechanics to the engine, and we're off to the races.  Story, storyboards, puzzles and plot elements are be refined - taken from the original concepts, expanded in some places, edited in others, and being prepared for the programming aspect.  The background art department is cooking up the whole world of QFI - The Valley of Krasna is coming to life in a major way - the attention to detail and the sense of teamwork that we have is unbelievable.  We really have a fantastic art team.

Bt

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