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Messages - SarahLiz

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106
Quest for Infamy / Re: Here's another secret...
« on: February 24, 2013, 05:38:04 PM »
Love it Goatmeal!  Very nice... I'm imagining what the music might sound like, maybe like back when the sound came from your internal PC speaker...;)

107
Banter and Chit-Chat! / Re: Heroine's Quest - trailer released!
« on: February 24, 2013, 04:26:50 PM »
Sweeeeeet.  This game has definitely been on my top 5 that I'm eagerly looking forward to...

108
Quest for Infamy / Re: Production video - Ian
« on: February 24, 2013, 04:10:17 PM »
That is a gorgeous portrait Jen, you are extremely talented...

109
Quest for Infamy / Re: How I Ended Up Programming QFI
« on: February 22, 2013, 03:08:15 PM »
Sarah --

We have gotten a lot of feedback that many of you really have enjoyed getting to know the team a little bit better.  That was my main reason for writing that post.  As a team, we feel strongly that we need to be open to you guys and really let you in on what we are doing...etc.  I look at many projects out there and I wish I could know more, not just about the projects themselves, but about the people behind them.

As for not knowing anything about programming, you would surprise yourself pretty easily I would guess.  I plan on making some posts about how AGS works (starting with the basics) and I'll even show some of the inner workings of QFI.  The truth is, anyone can make a game with AGS, you just need to know where to begin.


Hmm.  Funny you say that--my first declared major in college before I went into nursing, was computer science.  I thought that because I loved computers that, hey, how hard can writing and executing a program be??

Turns out very, ha.  Even though the professor was confused that I dropped the class because I currently had an "A", it was very easy to tell the folks who had a knack for it, and I wasn't one of them!

So yeah, I'd definitely love to check out how AGS works behind the scenes...but you'll probably never see the next Indiana Jones game from me...


 8)

110
Quest for Infamy / Re: The very first Development Images of this project!
« on: February 22, 2013, 01:57:10 AM »
Really seeing the Steve sketches over the years, Steve is getting better and better. He sent me one just last night that really got me excited.

Steve Sketch montage.  Too meta?

Nah.  I want a special edition where every background from the finished game is replaced with its original Steve Sketch...

"Look out, or else Mr. Roehm will fall into that blue squiggle -- I mean, the Volks river !"

Now there's an idea!  :D


Cannot.Stop.Laughing.   ;D 

(Poor Steve!  Haha... ;))

111
Banter and Chit-Chat! / Re: Oculus Rift
« on: February 22, 2013, 01:43:40 AM »
Oh man, who could forget Aladdin's Castle??  Geez I guess I'm officially old...

To me the whole point in playing games is to "take a break", get away from the hum-drum of every day life.  But it is just that--a break--I personally don't want a game to feel like real life.  That's probably part of why I detest modern "adventure" games, all annoying 3D-ness of it.  Too realistic.  Blechh.

112
Quest for Infamy / Re: Rogues in combat
« on: February 22, 2013, 01:18:08 AM »
Oooo that's good.  Because I always prefer the rogue class, but it gets annoying when running into monsters and your choices are either to take major health damage or run like hell...;)

113
Quest for Infamy / Re: How I Ended Up Programming QFI
« on: February 22, 2013, 01:13:59 AM »
Hi Chucklas,

I just wanted to say really quick that I enjoyed reading about your background and how you got your start at IQ...I care a lot about this game and so I really like "getting to know" you guys behind the scenes.

I wish I had tons of intelligent & thought-provoking questions for you because I really do want to know what goes into making a game like this, but unfortunately I'm not even computer-savvy enough to know HOW to ask the right kinds of questions about programming, coding, etc...so hopefully someone will jump in right about here...


 :D Sarah

114
Quest for Infamy / Re: The very first Development Images of this project!
« on: February 20, 2013, 01:31:51 AM »
Nice find Bt!  If you guys looks closely, you can see the original resolution was 320x200.  Having been there from the beginning, I am amazed at all the little (and big) changes that the game has taken so far.

Yeah...like where is the dang gray potted plant hanging from the rafter (right side of the screen), hmmm?  You know, the one that the narrator says something like, "Good idea, maybe you should try doing that again later..."  Felt like I got a lot of those responses in the demo.  But it's cool--gives me something to look forward to trying later on.

I agree, even as a backer, I know my "input" in the finished product will probably be a very miniscule amount, but nonetheless it does give me an indescribable sense of pride to be involved in this game.  Besides seeing the finished product that so many people worked tirelessly on, I shamelessly admit it--I cannot wait to show my little sprite/portrait to my little 4 & 5 year olds, who just happen to be getting into games like these themselves.  My hubs on the other hand, now he will probably think I'm Looney Tunes.  ...ehh, I dunno...am I getting too personal with my thoughts?

I'm digressing again...my point was to say that it fascinates me to see how the "bill becomes a law" if you will...love seeing these early sketches and the beautiful artwork that comes from them!  (Ok, is it mean to say that some of the raw sketches kinda crack me up a bit...??)   ;D

Love this thread.



Cheers,
Sarah R.

115
Quest for Infamy / Re: Bt's Corner
« on: February 19, 2013, 04:06:55 PM »
Haha, that was pure awesomeness!  First marmite, now a concert!

...hey, let's see what else he'll do...??   ;) :P


116
Quest for Infamy / Re: Favorite QFG game
« on: February 16, 2013, 04:40:24 PM »
I think I'm about the only person who didn't care much for QFG2.  I can't really explain it...maybe the storyline bored me, I dunno.  I liked hearing more about the Liontaurs vs. the Leopardmen (or whatever they were) in QFG3 than about the more peaceful Katta.  And I'm definitely not a fan of the early, original graphics (EGA?) but the VGA was ok (graphics-wise). 

My favorite without a doubt was the darker, more sinister QFG4.  I remember it being a very frustrating, buggy game, but it was much more interesting to play.  I liked flirting with Katrina and the possibility of building a "romance" with her (although we all know how SHE turns out...).  And I'm not a fan of combat in general, so I have to be captured by the story to tolerate it.  Just like in real life when I'm debating with my husband about what movie to see--he wants action, gore, blood, guts...I let him have his way, but only if there's a good storyline (think Braveheart, Pearl Harbor).

But what can I say, I'm a girl... :P

117
Quest for Infamy / Re: Thoughts on "Quest for Infamy" (Demo)
« on: February 16, 2013, 04:19:33 PM »
Backers can see some screen shots of the final combat system in the backers forums.


Anything else in there? ;)

We've been swore to secrecy, so if I did tell you what has been released from the Cave of Wonders, then I will get dragged off to the secret dungeon.

On my own notes, there is only one thing I want to add at this point (since I am only half way through testing it myself), I hope there are more funny death moments. When I was in the pharmacy and the narrator was saying "You really don't want to touch that", all I could think was "OK, create a save file here, and lets see how I die", but no funny death happened :(

But I know that this is only the demo, and we will see many funny deaths in the game itself. You only have to look at the "trying to pick up the fishing pole" part for one such example


That is EXACTLY what I did...saved my game and tried to get into trouble anywhere I could, like in Prospero's, the apothecary, the bar (picking fights anyone?), and even the general store.  I'm hoping for more opportunities for funny death scenes too.  (I do like, for example, where he reaches for the fishing pole and they tell you the story about how, although you're not stupid enough to drown, you are dumb enough to get hypothermia...) ;)


I also agree with Bad2DaBone (but I can't remember how to put more than one person's quoted post in mine) that an option for "Easy" or "Difficult" mode in combat would be really awesome.  Epecially for someone like myself who plays these type of adventure games for the "adventure" part and not the action...


Sarah Rupert     :)

118
Quest for Infamy / Re: The Library of Tyr
« on: February 12, 2013, 05:18:53 PM »
Wow!  That's beautiful!  Can't wait to see what's inside...

119
IQ Chat / Re: Quest for Infamy demo 2.0 - NOW AVAILABLE
« on: February 12, 2013, 06:10:34 AM »
Cool!

One last thing I'll add, I don't know if this is planned or not, but it'd be nice if the main character had some kind of armor, and a way to measure his attack/defense level.  It seems odd he'd fight without even a leather tunic.

Also, some kind of weight carrying system would be nice too.  As for buying stuff in the game, I don't know if buying fancy rare items in investing in special business ventures (thief hideout?  New Brigand gear?  WHOREHOUSE?!) would work best, but it'd be pretty cool!




Hah, that was actually one of the things that annoyed me about QFG, the dang weight limit... ;)

I'm really loving all the beautiful screens in the new demo...I admit, at first I was a bit sad that not much more of the storyline or gameplay was revealed.  But I get it.  This is a demo, and actually shows a pretty generous amount of the land & town area and of all the characters.  The music is pure genius...perfectly sets the tone of gameplay.  I know the final game will be amazing, no question. 

Keep up the great work you guys...

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