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!

Betrayed Alliance: Book 1 Release-week Roundup

It’s been a week since Betrayed Alliance: Book 1 was released, open-source and for free. So how’s it going? Let’s find out!

Downloads:

A week into release and we’ve had just over 800 downloads! That’s a lot of people playing Betrayed Alliance, for which I am very thankful!

If you haven’t gotten your FREE download of the game yet, get it here!

Reception:

While we don’t have any proper reviews (yet!), I have had people reaching out and saying things like,

Just finished playing it. Very very fun. Took me back to the EGA days of QFG1, which is still my favorite of that series. I cannot wait to play the next chapter.

Another person mentioned on the Sierra Gaming World Facebook group:

I know someone in this group was involved with the making of Betrayed Alliance and I just want to say thank you. I started playing it yesterday and really love it so far.

If you have any feedback for us (or bugs to report), join us on the Slattstudio Discord page

Speaking of reviews, if you purchased the physical game manual, please leave a short review! It only has ONE review so far, and those are rookie numbers!

Hint Guide & Walkthrough:

Yes, just like the old days, there is a physical game manual, but this one includes a hint guide and walkthrough in addition to a short story introduction to the game, some instructions about features, and artwork.

In case the PDF hint guide and walkthrough (included with the game files) isn’t quite enough for your needs, there is a video walkthrough you can watch courtesy of Streamer and YouTube guy, Jimni P:

Support:

Love what we’re doing and want to support? You have options!

Slattstudio is on Patreon which is a truly significant help in keeping a time-intensive hobby such as this sustainable. A huge and heartfelt “Thank You!!” to the wonderful and generous people who support me there!

You can also get some really cool items like the Game Night shirt and hoodie, a Slattstudio cap, or some stickers, all of which can be found at the Slattstudio Fourth Wall Page.

Finally, the Betrayed Alliance: Book 1 Player’s Guide and Game Manual from Amazon. (This is the link for North America. For other marketplaces, you might have to search “Betrayed Alliance” on Amazon.)

What’s Next?

We’re currently collecting bugs and fixing them for a patch we anticipate putting out sometime in June. If you encounter any bugs in the game, feel free to join the discord where you will find a “Betrayed Alliance Book 1 Bugs” channel you can post them to (and we’ll get around to squashing them).

With the update to Book 1 completed, it’s time to turn our attention back to Book 2. There is a playable demo for Book 2 currently available, but lots of work to be done for the final product. The timeline for completion for Book 2 isn’t near enough to prognosticate with any reliability.

Thank you for playing, supporting, and enjoying our work!

Betrayed Alliance Book 1 – OUT NOW – FREE!

Are you ready to experience the first part in a trilogy of EGA adventure? Well, it’s ready for you, too! The game is free to download and play, so get it here and have fun!

When you get a chance, follow me and the two Canadian creatives that helped make this game, Karl Dupéré-Richer, and Brandon Blume. Shower them with praise, then, if there are problems, send your angry messages my way or join the discord!

Cool Stuff and Support

The game is free, but if you want to say thanks with more than words, you can support the game and get yourself some cool stuff, too!

Player’s Guide and Game Manual

Shirts, Hoodies, and more

If you’d like to support the continual work on the Betrayed Alliance, become a patron on Patreon

Game Development Nightmare! The Story Behind Betrayed Alliance

“I will never work on this again!” I said to myself.

Have you ever worked on something for so long it evolved into something else? I have! And that thing is “Betrayed Alliance”

Why am I writing something critiquing my own game series a mere 7 days before a release? Mainly I just wanted the information out there, so that people who were confused by the mess of the series, can understand why and how it got that way. And just why has “Book 1” been “released” three times?!

The Lost Demo for Betrayed Alliance

Betrayed Alliance “Book 1” starts in medias res having apparently just escaped from jail. Seems an odd place to start a game, especially since you could just as easily start the game “on the run” from the authorities. The reason for this oddity, which could have been a part of the game itself, is that once upon a time there was a demo for Betrayed Alliance called “Knight’s Quest,” where you play the character from Betrayed Alliance and you do mount a daring escape. That demo, while surely still exists somewhere, now has other plot elements that are not part of Betrayed Alliance.

Now you see what a mess I’ve really made of this whole thing!

There was never intended to be “Books” in this trilogy! It wasn’t supposed to be a trilogy at all! It was just supposed to be one big game. But, due to the fact that by 2013, I had worked on the project for almost seven years – of very sporadic and unfocused time – and completed only the first 1/3 of the game, I thought I would just finish that 1/3, call it “Book 1,” and never touch the damned thing again. After all, in that time, three large life-changes had happened:

  • I got a full-time job
  • I got married
  • I had just had my first child

Silly things like working truly countless hours on a game that probably no one would ever even play, and likely wouldn’t even be good, seemed like a thing of the past. Lot’s of negative self-talk in my old mindset!

Book 1 being released apart from the rest of the game limited its features, especially combat, which would play a bigger role in the entire game, but only plays a small role in the first part. Because of this, combat in Book 1 feels tacked-on and unimportant. I decided to make combat completely optional because it seemed just so unnecessary.

The release of Betrayed Alliance Book 1

Kidney stones, running 5ks, and being a dad for the first time. There was plenty on my plate already in 2013, but just before fall I made an announcement, that I would wrap development on Book 1 of Betrayed Alliance and release it to the small SCICommunity. Six months of crunching and a mad dash of bug fixes and I release on Christmas of 2013, just as a really early trailer had announced.

That was that. I released a free game to the world, but almost no one knew about it, and even less people cared! But I was proud of my little accomplishment, and there were a few people who enjoyed the game and let me know. After a while, I put together a walkthrough at the request of a few people who had gotten stuck, and after a couple of years I patched the game to fix some of the biggest bugs – one of which made the game nearly incompletable!

Six Years of Distance

Every once in a while someone would ask how Book 2 was coming for Betrayed Alliance. And I’d always reply with the same response: “Sorry, I’m not working on it anymore.”

From 2013 to 2019 I had found a new hobby, writing fiction. After I self-published a couple of young adult/middle grade stories, I set out to write something bigger and something a bit deeper. I had an idea for a pirate story featuring mystical islands with a lot more depth than a typical swashbuckling adventure. I set out to write this book year after year, each time ending in shipwreck. In the meantime, every time someone would ask about Betrayed Alliance, a new spark of excitement would ignite within me.

I also caught sight of a little indie project called The Crimson Diamond, by Julia Minamata and was blown away by the beautiful artwork she had created with the same colors and resolution I had been working with. I was greatly inspired by Julia to level up my artwork, which would lead to the creation of new backgrounds for Betrayed Alliance Book 2. In 2019, I had decided I was back on board the ol’ project.

The Attack Plan

At the outset, brimming with new project enthusiasm and stupidity, I thought I would complete both Books 2 and 3 together. After all, I completed Book 1, so I have the experience and know-how to sidestep many of the issues. This idea was short-lived, however, as the reality of the work set in.

So I formulated a new plan, one that would justify the Book division of the game. Each Book would have it’s own unique gameplay focus. Book 2 would feature a two-playable character system and Book 3 would feature a time-based day/night cycle and the ability to revisit the areas of Book 1 with new quests and things to find (in addition to a fully explorable new area of comparable size).

One major concern about the game was its lack of sound support. It was a DOS game, but used a Windows program to play music and sound. This needed to be fixed, but I wasn’t competent enough to solve it. Luckily, I knew someone who was. That’s where Brandon Blume comes into the mix. His knowledge of the hardware and sound drivers are making it possible for Betrayed Alliance to be truly DOS and truly retro in all aspects.

In addition to Brandon Blume, a second talented Canadian also found his way to help on the project. A fellow named Karl Dupéré-Richer. At first, he was eager to create some creatures and goblins for the game, many of which are featured in Book 2. But when the Kickstarter stretch goal of overhauling Book 1’s artwork and music was hit, he offered to help with the recreation of those backgrounds as well. A good 2/3 of the background artwork in Book 1 are now creations by the hand of Karl, who even learned to use SCI Companion, the program used to create the vector-based artwork necessary for these style of games.

Needless to say there is no comparison between the old artwork and Karl’s updates. It’s like when an artist takes a child’s drawing and makes something intricate and beautiful out of the basic design.

The Third Release?

Yes, it’s true, albeit unfortunate! In 2023, I had released a demo for Betrayed Alliance Book 2 eager to share with the Kickstarter backers and legendary folks who support me on Patreon the fruits of their generosity and the outcome of my work for the last few years.

Then the obvious happened. People downloaded not the demo for Book 2, but rather Book 1, naturally! And while Book 1 has a certain charm to it, at this point I was embarrassed by the artwork, most of which was done over a decade ago at that point. And the fact that there was a game-ending bug that effected a non-zero percentage of runs irked at me. It needed addressing and fast!

I had released Book 1 in 2013, did a major update in 2019, but the Kickstarter stretch goal to update the artwork and music had not been completed. I became afraid to promote the demo for Book 2 as it would lead people back to Book 1, so I decided to shift focus from Book 2 to completing the Book 1 update, which has been a lot more work than simply switching out backgrounds and music tracks!

Where Things Now Stand

Book 1 now stands ready to launch in May of 2024. The first “launch” was in 2013, and went hidden and unpublicized. It was made for a small community and it didn’t reach far beyond it. I spent a year fixing bugs and adding quality of life features and re-released it in 2020, now with a bit more reach. I say “a bit” in that I didn’t really ask any personalities/reviewers to talk about it. But there were a few people who streamed it on Twitch and a handful of YouTube videos of people playing the game.

The third release, however, feels like a whole different animal. The game is now quite beautiful and much more polished, and best of all, doesn’t have a “heap space” error that crashes the game on at least 10% of playthroughs! Yes, the game is still free and always will be. The whole thing started because when I was 20 I found a program that could make games like I loved when I was a kid. It all comes down to that creative impulse. I just wanted to do it!

So What Now?

Get the game! It’s free! Play it, share it, do whatever with it. Have some old-school fun!

If you want to support me in finishing the series, know this, I am slow! I have a fulltime job and three dependent children! But I work on the project little by little, every day. You can support me via Patreon if this is the kind of stuff you love and you are in a position to.

You can also support the project and get really cool stuff, like the Player’s Guide!

Finally, there are beautiful shirts and hoodies you can get from Fourth Wall:

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 October Update

Hello everyone!

I just wanted to drop a quick update about the progress with the development of Betrayed Alliance, both Books 1 and 2.

Kickstarter Stretch Goal – Book 1 Update

This update is nearing completion and is in many ways complete. Development-wise the game is complete and undergoing final testing. The last piece of the puzzle is redoing the music to play with the old drivers. We are anticipating the initial release to work with AdLib and MT32 drivers first, then later to patch it to make other sound drivers available (such as Tandy, General midi, et al.)

There’s been some personal life stuff going on with Brandon (new job and other life events) that has stymied progress on the sound design side, so a bit more time will be needed.

With that said, let’s take a look at Book 2!

Book 2 Design Update

With my work re-coding and re-designing artwork (and testing/bugfixing) the Book 1 update mostly finished, I’ve turned my attention back to Book 2.

I’ve set to work getting a basic build of all the rooms in the game represented, mostly with scratch artwork, just to give me a final sense of the game’s geography and how the areas and puzzles should be be tied together.

With Karl Dupere-Richer’s help we’ve been iterating on an overall map of the area, which I have been working to fill in the details of some of the less-developed areas.

Now I am working to flesh out the areas with artwork that is (hopefully) a bit more interesting the the wire-frame scratch artwork:

Final Thoughts:

Things are quietly getting done. I am thankful to have a generally peaceful time in my life right now which gives me the time and attention I need to work on this project. I appreciate your patience as I know the proposed completion date for the project has come and gone. But with the demo out earlier this year and the completion of the update to Book 1 on the horizon, I have to say I am proud of the work that’s been done and I hope the love and excitement for these old games translates into the game itself.

If you have any thoughts or questions, I’d love to hear them. Thanks for reading.

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!

End of Summer 2022 Update

Hello everyone! While summer goes until later September, my “summer break” is at its end. I’m teaching a new course this year, so I’ve been spending a lot of time preparing the course materials for that. I’ve also been at work on Betrayed Alliance!

Fun in the sun time is coming to an end

What’s Happening?

Moving towards the end of the year I’m trying to get the first part of the game up and running – all assets, coding, and puzzles.

It’s getting there, but over the summer I ran into a few programming hiccups. Being a self-taught amateur programmer, it took me a bit of time (and a lot of help) to get things sorted, and fortunately they are now all solved:

  • I added a “count” property for some inventory items that you can have multiples of. Sounds easy enough and it technically was. The problem came up when displaying the information about the item. I would usually draw that from a text resource using a number variable, which saves memory. But I cannot do that when the description has a variable in it, so I had to sort out how to print some and not others from text resources, but it’s all now working as it should. 
  • The death counter in the game is a unique challenge because restoring in this program restores everything to the state “as it was” and I could change all the variables in the world, but the restore would reset them. So I have to write those to an external file. That was a challenge enough as I’ve never done that before, but the problem I ran into was that everything was breaking and I wasn’t sure where the crazy numbers were coming from. After many wasted hours and some troubleshooting with more astute coders, I realized that I was a victim of my own bad coding practices. Because I was too casual with naming a variable, I ended up using the same variable for 2 different purposes, which was why the numbers were getting bizarre. The death tracker is now working as it should.
  • At some point I also experienced that my “teleport” script wasn’t working correctly anymore. I use this script to change between the two main characters when they are in different rooms. I use this script to “remember” the room locations, x and y coordinates, and proper transferal of items so that they each have their own inventory, etc. The problem was the x and y coordinates weren’t working. Hours and hours I spent trying to track down the cause. At some point I realized that when the player was playing the ”male” character, it never changed that variable, so their x and y positions were never properly being updated. But, I’m happy to say this is now up and running as it should too.
  • Looking at inventory items by typing “look” item. Sounds easy, but I had one helluva time getting this to work without adding a hefty amount of code (which I’m really not allowed to do with the memory limitations I’m working under). But I did solve it for most items. I am still troubleshooting the issue of having two “keys” and when you say “look at key” It’s not clear which one is to be shown. So I might take the “easy” way out and remake one of the keys into a different kind of object that will essentially do the same thing, but by a different name.
  • I also introduced “right-click-search” in addition to “right-click-look.” This feature is toggleable in the settings, but will allow the player to “search” a thing if they are standing close to it just by clicking on it. For some people that will make things “too easy,” which is why I made it so people could turn it off. But that is another feature I’ve been working on.

I’m feeling quite good now that all of these technical issues are resolved, which lets me focus more on the implementation of room-specific coding and puzzle implementation.

What Else Have I Been Up To?

  • There are about 400 lines of written text now in the game, but a lot more is needed. These will be responses to parser commands as well as “right-click-looking”
  • More animations are making their way into the game logic
  • Puzzles in the opening area are now generally up-and-running, but needing polishing and troubleshooting.
  • The final big accomplishment I’d like to boast is the story for the game is complete. I wanted to get that completely sorted to remove any vagueness left that would impact important decisions about puzzles, areas, and maps.
  • Once the story was nailed down, I could also finalize the map. I’m not ready to show that off yet mostly because it’s still fairly rough. But the concept for that is now complete.

Here’s my best estimates of completion:

  • Backgrounds: 70% complete
  • Animations: 30% complete
  • Programming: 85% complete in terms of systems, 10% complete individual rooms
  • Story: 100% concept/structure, 50% details
  • Puzzles: 10% implemented

So, there’s a lot of work ahead of me, clearly. I’ll keep plodding ahead, one day at a time. And I really hope to have something in the way of a playable demo by year’s end…but man I am bad at forecasting that kind of thing, and should probably just stop.

Betrayed Alliance 1 Updated Visuals:

Karl Dupere-Richer has been working on artwork for Amazing Fix for a few months, but has found some time recently to help with some backgrounds for Betrayed Alliance Book 1:

Tavern Upstairs
Tavern Main Floor
Wizard’s Room

As these assets come in, I work with them to make sure their priority and control colors are working properly. Some of them will require a programming overhaul as well since there will be new things to “look” at and sometimes bigger changes (like ascending and descending the stairs in the tavern which no longer requires a ladder)

Thanks for all the support! Hope to hear from your soon!

February 2022 BA Update

What’s new since last month?

Programming and Systems Work

I’ve been spending basically all of my time working on programming, fixing up some systems, and animations and props for the backgrounds.

What systems am I working on?

Cut scene dialog – if you’ve even accidentally clicked a past a box in a Sierra game, you know the frustration of knowing it’s gone for good and you might have missed vital information. I’ve put together a system that allows your to go forward and backward through the dialog if you miss anything.

Character Switching – Book 2 has two main characters, so the ability to switch between them in important. It’s not completely finished yet, but the basic structure is up and running just fine allowing for each character to hold their own items and retain their positions in their rooms.

Death Log – This one is actually proving to be quite tricky, but I think I’ve mostly got a handle on it. The difficultly comes with how Sierra games save and restore. When you restore, everything is set back to the previous save “exactly as it was,” so having the game “remember” what caused the death you are restoring from was an interesting challenge.

I ended up with the idea of writing variables related deaths to an external file, then reading those variables back into the game when the player restores. Sounds easy enough, but there’s more to it I won’t get into now. The good news is, that the system now works generally as it should and is incorporated into the menubar for easy access (many thanks to the help of more skilled programmers guiding me at the SCI Programming Community forums).

Battle System

The basic structure of the new battle system is now in place and the first (training) battle is complete. Future enemies will build on the foundation that’s already been established, but having the skeleton constructed now will make all the rest from here much easier to flesh out.

Props and animations

A big focus for me right now is getting things playable. A lot of backgrounds and animation work has been done and now it’s time to get some of them up and running!

That’s one way to break into a house.

Book 1 Update

Most of the work on the Book 1 Update has been done by Karl Dupéré-Richer at this point, although I have done been updating it bit by bit as his new artwork comes in and have started a log of fixes and bugs to fix for the updated release.

That being said, Karl has shifted his focus from this project to another for the time being. He has put together a few sketches for updates of a few interiors in the game and they look gorgeous already!

Besides this, there is nothing new to share concerning the Book 1 update, as my main focus is the completion of Book 2.