Adventure game sequels

March 21, 2013

I’m sorry to say that I still don’t see any realistic way to start developing a sequel to any of our former games. It took three games to learn that the kind of game I want to develop — and have developed — is too big for the flash platform. But if I take it to the next level, which is a HD quality downloadable title, ported to mobile platforms, I face financial challenges that I’m yet to overcome. I can develop a flash game in a few months by myself, but developing a downloadable title takes at least a year and at least 4 people.

It’s too big for a flash game, it’s too small for a downloadable title, so I’m kind of stuck in between.

11 Responses to “Adventure game sequels”

  1. Wyverald Says:

    Hey “admin”! Big fan of your games here.

    Sorry to hear you’re having a problem, but there might be a perfect solution. Have you tried starting a kickstarter at say http://indiegogo.com ? You might just be able to muster what you need to release an indie title.

    No matter what happens, thanks for your amazing adventure games and you have my support.

  2. admin Says:

    Thanks for the tip, we’re considering that option too.

  3. Gallien Says:

    Your Morningstar was a real masterpiece, other games were also very very good – i cannot even imagine what “a HD quality downloadable title” will be like 🙂
    I mean – there are many people who appreciate your games and waiting for new ones – so please don’t give up!

  4. Kempler Says:

    Thank you for Morningstar, I can imagine it was a lot of work. I hope you continue to develop more games. (A sequel to Morningstar would be nice.)

  5. Anony Says:

    Downloadable and multi-platform???
    Perhaps consider Lazurus IDE which uses Free-Pascal.
    It’s not an obvious choice.

    And it’s free, but to keep costs down you can easily code your own library and gaming engine.
    On the flip side you will avoid stack errors and the like, because Pascal requires full declarations and has already put limits on variable types (unless you do so explicitly). But there is the learning curve to deal with.

    Regardless, hope you continue making games as you’ve a real talent.
    PS. Surprisingly I really liked Morningstar !!! Thanks.

  6. LukeZaz Says:

    Odds are this comment won’t be read, since it’s been so long, but have you considered using Unity? You don’t really need to buy it to make something good, and you’re only required to if you surpass $100,000 in revenue over a year. Perhaps it might offer a good middle-ground.

    It publishes to almost everything, too. Free version offers PC, Mac, Linux, Flash and there’s also regular old Unity Web Player, too.

  7. admin Says:

    Thanks for the suggestion. I’m familiar with Unity, but technology was never the issue. What it usually comes down to is creating a huge amount of assets.

  8. Shelby Says:

    Hmmm…as you said, the problem isn’t the technology. It’s being able to tell the story you want to tell in a way that’s both fun and engaging, as well as accessible to players. However, if I may interject, I actually liked the style of Heatherdale and Morningstar. Still, the asset issue is certainly a head-scratcher. I took an animation class in college and am minoring in computer science, and data storage is just one of those things that no one seems to have a perfect solution for yet. Still, I hope you aren’t giving up on these games completely, as they are perhaps your biggest draws so far. Perhaps a smaller side-game or side-story (such as a prologue or something) would be a good way to keep interest high, especially if you do decide to use Kickstarter. You said you can make a flash game in a matter of months, right? Maybe use that to make sure the interest is still there. See how many fans and potential buyers you have before you decide to give up.
    No matter what decision you make in the end, I have found your games to be fun and the character dialogue in particular really stuck with me (especially in Morningstar). They intrigue me. They create suspense and fear without resorting to cheap jump-scares. All in all, if you do decide to make a for-profit game in the end, I can say you’ll have at least one customer.

  9. John Says:

    Just to say a huge thank you for Morningstar! great story, really atmospheric. thank you.


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