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Default Queen's Wish - November Update

November 28th, 2018, 01:13
The November update for Queen's Wish.

Queen's Wish November 2018 Update!

As promised, we have completed the main body of Queen's Wish: The Conqueror engine work. There's still a fair amount that needs doing. We need to finalize the interface and add a lot of frills, like weather effects. However, the game is fully playable.The new graphical engine works great and has enabled us to add a lot of things that are overdue. For example, we finally have a game with mouse wheel support. We're also adding a lot of stuff our games have never had before, like a full fast travel system.

The Game Seems Fun

I took a couple of days off to actually play the game. This, of course, let to a million bug fixes and balance tweaks.

After a bit of poking and polishing, I found Queen's Wish: The Conqueror to be quite fun. The missions are smaller, leading themselves to quicker play sessions. However, they are balanced so that you are constantly getting weaker as they advance, so there's a lot of suspense. (Of course, if you don't want the tension, there is a Casual game setting, as always.)

I really like the feel of it. A lot of our audience is older and doesn't have as much time, so I want them to be able to make some progress without investing so many ours. At the same time, there is enough optional stuff to give a lot of gameplay for your money.

Primary Design

I'm now deep into primary design. That means that, for the next month, the Updates are pretty much going to be, "Still writing content." I make one small town or dungeon per day. A big town takes two days. Three outdoor sections makes a day.

This means the main world should be dome by the end of May, leaving a couple months to polish the thing, do the Windows port, and get it out the door August, 2019.

Reward Update

We just made the first few Scrolls of Absolution. We're sending them out tomorrow, to make sure they survive the mail system well. They look really cool and are each personally hand-signed and hand-singed.

We're about to send out official Kickstarter surveys to all backers. Most people who paid to put content into the game have responded, but we want to take this last step to get the information from everybody.

Anyway, we have a game now! And it's bigger every day!

- Jeff Vogel


We've been writing of lot of the Ukatish areas. They are fierce, tribal, ever-resentful swamp-dwellers. Don't get them too angry. They hold grudges for a long time.


These adventurers have stumbled into a truly unpleasant ambush.
Thanks Couchpotato!

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November 28th, 2018, 01:14
I hope he’s not ditching walking animations in favor of that plastic piece motif he seems to be aiming for. Animations may have been crude but it’s better than a board game abstraction
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November 28th, 2018, 19:52
I understand Vogel's success is due to his low overhead and adherence to tradition. I think it's a brilliant little niche he's carved for himself. Mouse-wheel support, though, is long overdue. Glad to see he's finally gotten around to that.
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November 28th, 2018, 21:56
He and his company have quite a loyal following, he'll be able to crank out games as long as he wants, and always have a certain audience ready to buy them. I'll take that reliability and integrity over selling millions of a junky game anytime. Quantity is nothing, show me the quality and consistency first.
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November 28th, 2018, 22:37
"Queen's Wish will have a separate outdoors and town/dungeon mode, just like the Avernum games and Nethergate"

Excellent, I quite like the separate exploration modes. I think it gives a good impression of scale.
I hate the new look, but it won't stop me from trying/buying the game. At least it's not tokens and Visual Basic-esque forms, I guess. I'm sure the rest of the game will be pretty good.
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November 28th, 2018, 22:42
Really disliking the new engine. For me the perspective is a downgrage compared to the previous one. Look at the "top" of the walls - that just looks horrible. I don't remember anything strange like this in the previous engine.
At least some item graphics make it a classic Spiderweb game.
Never missed using the mouse wheel in his previous games. And I don't know what for I would use it in a game like this.
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November 28th, 2018, 22:48
Nethergate is such a stellar game, if you like any of Spiderweb's other games and haven't tried it, you should.
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November 28th, 2018, 22:51
I backed this and am really looking forward to it. I think Nethergate and the Geneforges are some of the best RPGs ever made, bar none.

Originally Posted by Capt. Huggy Face View Post
I understand Vogel's success is due to his low overhead and adherence to tradition. I think it's a brilliant little niche he's carved for himself. Mouse-wheel support, though, is long overdue. Glad to see he's finally gotten around to that.
It is a great niche/set up he has. The idea of being able to independently produce quality, old school RPGs for a living is very attractive. One day, I hope!
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November 28th, 2018, 23:20
For me I started playing his games with the Avadon series, and this looks like more of the same with improvements. I agree about the board game look in combat though.

I tried to play his Avernum remakes but they are completely different.
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