Betrayed Alliance: Book 1 Update Patch Announcement for 5/23

Great news! BAB1 has been downloaded 1,260 times in the last two weeks! Better yet, not a single one of them have complained about game-breaking bugs!

If you haven’t gotten it yet, get it here!

That said, I’m announcing a small patch update to BAB1 for next Thursday, May 23. I’ll tell you what we found, and also what we’re looking at for bigger patches down the road.

Fixes:

Thanks to the awesome streamers Melluvsgames2, SpaceQuestHistorian, Jimni_P, TheAnimationVoice, we got to see firsthand encounters with a few bugs, inconsistencies, and misspellings.

Perhaps the most egregious inconsistency is a “look at chest” command which tells you with absolute certainty that the chest has no lock on it, and yet when you try to open it, you get box-blocked by a “It’s locked” message. Nope, it’s not that the game has an untrustworthy narrator, it’s just that I messed up!

The quick-travel map is also slightly bugged, but not in a way that matters for gameplay. Yes, it will always take you to the right place, so no worries there, but a small bug makes it so sometimes foreground images are drawn OVER the map.

Believe it or not, I’m one of the most typo-prone prose writers in the known world. When you add to this the fact that SCI Companion (the tool I used to make the game) has no onboard spell/grammar checker, and you’ll be left with a game riddled with typos. Some of them have been uncovered and fixed – but I’m sure more are lurking in the shadows!

One other “fix” we’ve made concerns the darts minigame. Due to the difficulty of the game’s controls, we’ve made a small change – you now get the puzzle point tied to the game not for winning, but just for challenging the sailor in the first place. While winning 3 times does give you some stats boosts, it is no longer necessary to win a game of darts for puzzle points.

Bigger Things Down the Road

We also have some bigger plans for updates later, one among them is a complete overhaul of the darts minigame, which has been a common complaint about the game.

BAB1 currently supports Adlib, Soundblaster, and MT32 sound drivers, but we plan on getting it up and running with Tandy, PC Speaker, General Midi, and all other sound drivers that used to be standard for games of this type.

As we continue with Books 2 and 3, it will become more important to allow players the option to export and import their character and stats from one Book to the next, similar to the Quest for Glory series.

Show Me What You Got!

The update is coming in just a week. Tell me what you found! Are there bugs, inconsistencies, and/or misspellings that I missed? Join our Betrayed Alliance Discord and let me know!

Confession – I’m Bad at Adventure Games…

…And I kind of don’t even like them!

Or at least, there’s a part of them I love and a part of them I’m really bad at and gets in the way sometimes.

The part I love is the exploration. Adventure games do exploration really well. Whether it’s the immediately open world of Quest for Glory 1 or the more confined but very interesting places you find in Space Quest 3, I really like milling about and interacting with things.

The part I don’t like? Mostly, the puzzles, honestly. I’m very bad at adventure games and I get stuck ALL THE TIME. I was recently playing Thimbleweed Park and I have to say I really had fun with the first two chapters. I loved exploring Thimbleweed and talking to the locals and the mystery. It had magic to it. I even got stuck on a few puzzles, but it wasn’t too bad. In fact, I loved the game and was excited for the next chapter.

Chapter 3, however, blew up with playable characters, complexity, and locales so much that I started to feel a bit bewildered. At the same time, the puzzles start to feel a bit…forced.

  • With one character, a page unrealistically flies away and out a window for no better reason than “gotta have puzzles.”
  • I have to do some truly convoluted stuff to get printer ink, and I really don’t want to or care to.
  • For some reason I have to feed popcorn to some animal, but I can’t use the *empty* swear jar as a vessel to hold the popcorn?

I get it; I’m bad at adventure game puzzles. But they frustrate me when they seem like unnecessary roadblocks just for the sake of having roadblocks. Maybe these puzzles are very intricately woven into the story that’s being told, but when I’m tackling them, I don’t feel like they add anything of value. Of course, I’m still stuck at Chapter 3…so, I could be just an ignorant dumb-dumb head, not knowing the final outcomes.

But it has gotten me wondering:

  1. Will I finish Thimbleweed Park? My enthusiasm substantially dipped after Chapter 2.
  2. Which is more important in adventure games: exploration or puzzles?

For people who love Thimbleweed, don’t worry, you are correct. The game is basically universally praised and highly rated anywhere there are reviews. I’m the odd man out with the bad opinion! Or, more likely, I am just the type of player who values exploration more than puzzles and got frustrated when the exploration ended and the puzzles ramped up.

That’s probably why when designing Betrayed Alliance, I wanted to have a more open feeling, similar to Quest for Glory 1 or the King’s Quest games. Here’s a puzzle box world, now go explore and have fun! Are there puzzles? Of course! Are some of them convoluted and contrived? Probably, but I’ll leave that to you to decide this May, when Book 1 is released as DOS freeware for the world to enjoy.

What’s most important to you in adventure games? Let me know!

Betrayed Alliance 2023 Retrospective

I had 2 hopes for this year for Betrayed Alliance. One of them was hit, the other one we’re just missing.

The first hope was the release of the Demo for Book 2 – to finally give people a taste of what I’ve been working on for many years now. In February, the Demo for Book 2 released! However, with its release something happened that precipitated my other big hope for 2023 – it wasn’t the demo for Book 2 that was getting downloaded in large numbers, it was Book 1 that was getting bigger traffic. This needed to be addressed!

The second big hope for 2023 was to complete the overhaul of Book 1 with new artwork, bug fixes, and a musical overhaul that would enable the game to play sound using the original 80’s and 90’s era drivers. I wanted people to have the best experience possible with Book 1 before really promoting the Book 2 demo. Here are a few updated backgrounds by myself and Karl Dupere-RIcher.

The big push to complete Book 1 has hit a few bumps in the road, but the game itself is finished, albeit still needing a round of testing or two more and having the final musical elements sorted.

To go along with the release of the update to Book 1, I’ve also put together a physical game manual with hint-guide and a walkthrough. I’m eager to make this and some other merchandise available upon the launch of the game (which will continue to be a free download)! More on that in 2024.

With the virtual completion of Book 1’s update, I turned my attention back to Book 2 and together with Karl Dupere-Richer and we have taken a huge chomp out of the remaining backgrounds for the game. We’re probably just about 20 or so away from a complete map.

With 2023 coming to a close and 2024 on the horizon, look forward to the updated Book 1 release and more news on Betrayed Alliance Book 2, which is deep into development now and looking better and better every day!

A huge thank you to the legendary supporters of EGA games on Patreon. Your excitement and support keeps me going and working on this project day by day. I will do my best to make the wait worth it!

Until then, Merry Christmas and happy new year!

Betrayed Alliance Updates

Maps!

Welcome to the southern realm of the Kingdom of Shelah as depicted by Karl Dupere-Richer, who reworked many of the backgrounds for this game and illustrated this map of the playable overworld area.

Karl also took the difficult step of translating this map into pixels to be used for the in-game map as well.

As for me, I’ve been working on getting this map up and running in the game so that you can actually use it, which is now possible and looks much better than how it used to:

Hint Guides and Walkthroughs

In the past I had been asked to put together a walkthrough for Betrayed Alliance, which I had done a long time ago. But with this update I wanted to take an extra step and not only redo the walkthrough (as a number of things had changed), but also put together a hint guide for those who didn’t necessarily want the answer, but welcomed an additional nudge in the right direction.

So I put together this document which took quite a lot more time than I had imagined! It includes pictures for easier navigation, guided hints, and then straight-up answers. With the pictures (and a decent amount of white space) it ended up being about 40 pages long with 6,600 words. Not a bad little document! And am I very glad it is “done,” although I haven’t proofed it yet.

Odds and Ends

While the playtesting build for Book 1 has been out in the wild, I haven’t gotten a lot of unsolicited feedback, so I will need to be a bit more direct and actually ask people to help personally (crazy thought I know!). The good thing about that is that I’ve been doing small updates in the shadows anyway. A couple of updates are the battle system artwork, UI, and coding, and the Rotating Tower scene needing a visual update:

I needed to make the player character taller to start as the proportions always felt “off” to me. Because of this I also needed to redraw the other character’s battle sprites (minus the troll here!)

I had thought about using the same battle system artwork and animation I had used for Book 2, but I think this will end up working better for the type of battle system in Book 1 where the mechanics are not the same as they are in Book 2.

I also did some work on the Rotating Tower, mostly ornamental work to the borders, but also some color changes that I think make the mood fit a bit better:

So that’s about it for the what’s been going on lately. There’s a whole lot of boring small fixes and bugs that I had to fix, but they’re not so interesting to show all the time.

Working on the game has been a slow process, especially with the ongoing ordeal that has taken my time away since January, having to do with a flooding basement. But we are now finally nearing the end of that as I’ve gotten the floors recarpeted, walls are almost finished repainting, and it won’t be long before we can move the furniture and regain a bit of breathing space in our cramped home. But I won’t complain too much; things could be much worse than that! I still have some time to work on Betrayed Alliance and that gives me a bit of respite!

Book 1 Playtester Build is ready to play!

Hero Cave artwork by Karl Dupéré-Richer

  • Download for the playtester’s build of Betrayed Alliance Book 1

Hello everyone! I’m very pleased to announce that the artwork and programming update to Book 1 of Betrayed Alliance is *mostly* complete and that a playtesting build of Book 1 is now available to play.

The update to the musical score is still in the works, so the old audio (and the issues that come with it) are still there from the older release, but those will be finished in time.

I want to give a huge thank you to Karl Dupéré-Richer who did most of the background artwork for the new release. I am eager to share his artwork (and some of my own) with you in this updated version.

That being said, this is not quite the final product for the Stretch Goal to update book 1, so there are still a few things that may need polishing or redoing. But I’m very proud of the work and happy to share this with you.

  • Download for the playtester’s build of Betrayed Alliance Book 1

Betrayed Alliance Book 2 Demo (and update)

Yes, it’s true! A demo for Book 2 is playable at long last, complete with music by Brandon Blume. You can find out more and download the game in the “Betrayed Alliance” tab, or just click here.

Sorry for the long delay in the updates. I’ve had in my mind for a while that the next update would need to be the “Demo is ready” update, which I was originally hoping to have out late December. A lot has happened since December and not a lot of it has been good!

Since early January, my family and I have been suffering from a flooding basement. As of a couple of days ago, we’ve gone through the process of waterproofing our basement, but it’s made it hard to work on the project when your workspace is not useable, not to mention the time involved in cleanup and now, repair.

But all that aside, I hope you find some time to play the demo. I feel like it really shows in a small way the type of gameplay that will be present in a bigger scale when the full game is complete…hopefully sometime this decade!

Small Update:

A few people have been experiencing their Windows antivirus firewall looking askew at the Demo installer. After talking with someone more knowledgeable, this seems to be a fairly common issue. I was linked to an antivirus report, which details different antivirus assessments of the program. Most of them have no problem, but Windows has a big issue with it.

The file has been submitted to Microsoft with the intention that they clear their warning for this program. I am sorry for any inconvenience this has caused. Obviously I do not want to be associated with viruses, so hopefully they can get this sorted soon.

End of 2022 Betrayed Alliance Update

Good news!

I’ll keep this short:

The demo for Betrayed Alliance Book 2 is complete in most assets and has even underwent a number of playtesting sessions which unveiled pages and pages of bugs, spelling mistakes, and insight on puzzles that needed more or less signposting. While I’m sure it’s not perfect, I’ve implemented all necessary changes, fixed all *known* bugs, and corrected all *known* typos. I was also very encouraged by the testers perception of the game.

I am looking forward to opening the demo up to players early in the new year.

Until then, however, merry Christmas. I’m going to spend time with family and get a head start on my coursework for the Spring Semester.

Betrayed Alliance Book 2 Check-in

It’s a small update!

I wanted to give you a quick update detailing some of the work on Betrayed Alliance lately, and that I plan on releasing a demo soon (fingers crossed before year’s end)

So what’ve I been up to?

  • The introduction cutscene is “basically finished.” Essential animations and dialog is now finished, with only some extra touches still to be done. The music for that section is also in the works. But here is a sneak peek (listen?) of the music
  • The puzzles for the demo are now up and running and playable, with puzzle points built in.
  • The coding and implementation of the death tracker is now fully complete, and there are about 11 deaths possible to “collect” in the demo
  • More animations and text is being added every day. It’s now at the point where trying to count the lines of text is far too cumbersome a task.

While there are two or three fairly major things to put into the game/demo before I would consider releasing it into the wild, there are tons of small bugs/inconsistencies and quality of life fixes to be made. I’ve made a list, and I’m going through it to fix up the problems.

Thanks for continuing to be a part of this project. Hopefully it won’t be too long before you have something to play/enjoy.

Under the Hood: Visual, Control, and Priority

Many people are familiar with the 16 EGA colors, but SCI0 uses these colors for more than just making things look pretty. Today’s dish will be 1 part update and 1 part dive into how SCI0 uses the 16 EGA colors.

Betrayed Alliance News:

My focus lately has been setting up the gameplay elements inside a building that the two characters get separated in. They must use their cunning to solve various puzzles and challenges, meet up together in the main hallway, and escape with new knowledge and maybe an item or two to help them on their quest moving forward.

All together there are 12 “inside” screens: 8 dorm rooms, 2 for the main hallway, and 2 more for the side halls that connect the rooms together.

Instead of drawing 8 unique rooms, however, I’ve opted to use a similar approach as some of the forest backgrounds in Quest for Glory 1, where they reused the same background only reversed as if through a mirror. Filling up the rooms with different furniture, most of which were provided for me by Karl Dupere-Richer.

Of course putting all the same images in each room wouldn’t be enough, so I had the pleasure of taking some of these and changing them a bit. Messing up the bed (or changing the color of the blanket), making some side views of the chairs, breaking the closets and tables, etc.

Additionally, I added a few other items as would be needed:

Of course simply rearranging furniture in each room won’t solve the issue that each room will “feel” the same, so I’m endeavoring to give each room its own unique twist, based on the person who used to live there, but I don’t want to say too much about that.

EGA colors and their non-visual functions:

As promised, I wanted to share a bit about how the 16 EGA colors are used for more than just the visuals of the game. There are actually three versions of each background, but the player only sees one, the visual. But there is also a Priority background and a Control background. They look something like this:

Priority:

The visual background is exactly what you’d expect: it’s what you see. The Priority background is used to determine whether to draw something visually in front of or behind another object. You’ll notice the white outline of the wall on the bottom of the Priority screen. That is to make sure that nothing should be seen in front of the wall that is closest to the screen. As you “go up” the screen, every 10 or so pixels there will be an invisible color change to determine whether the player character should be in front or behind an object. If you were to see them, they would look like this:

Control:

This background is used to determine a couple things: first, where the player can and cannot move, and second, anything else you want to do!

The color white acts as a blocked off area for the player. In this example, I’ve also made it so if you want to interact with the chest at the foot of the bed, you must be in the Silver-colored area, or else you get the dreaded stock phrase: “You’re not close enough.”

The Pink (or “Fuchsia”) is used to trigger an event when the player walks into it. And the color Red (or “Maroon”) is used to take the player to a new room when they step on it.

You can also uses both Priority and Control colors for “right-click-look,” a handy little feature that I always appreciated. Simply determine if the player clicked while the cursor is over a particular color on either of the invisible background versions and you can return a response.

I hope you enjoyed this little look under the hood. Until next time!