Hero-U - Update #32, New Programmer
In update number 32 of Hero-U, Cori Cole wishes us Happy Holidays, but also mentions that they added a new programmer to the team and thatsome design refinements were made.
Although we have not yet started full production on the game, we've added a programmer to help build the game "rooms" and an animator. Todd Hendrix has programming credits all the way back to Might & Magic and Heroes of Might and Magic. We worked together on an online poker site, and I'm excited to have the chance to work with Todd again. Bryan Ellis is a talented local artist who worked at Sierra and several other local game companies.
Andrew has prototyped the isometric-view modifications to his game engine, and we'll start developing art and animation for it in January. In the meantime, Lori and I have been working on the game design, converting FAR Studio to an LLC, and fulfilling previous game key requests. The latter has been time-consuming, but I've worked out some ways to speed up the process.
Why an LLC? That will help us to raise additional funding that we can use to create a better-looking and more impressive game than we think we can manage on the Kickstarter budget alone. Our goal is to give our backers much more than you paid for. Adding content will also mean more work for the team, so they won't starve quite as much.
While I've been working the spreadsheets, Lori has added quite a bit of content to the game design. After Shawn has had some time to explore the University and storage cellar, he'll find some exciting opportunities in the Sea Caves. Meanwhile, Lori has added an entirely new plot line based on the story of one of our "Wing" backers. We'll send out a Survey to the other Wing and Monster Lair backers next month to see how your stories can be incorporated into the game.
We've also done some work on the stats and skills systems, with much more yet to come. There will be some seriously challenging game play with a bit of whimsy and humor. Shawn doesn't take much seriously, and that includes his hard-won Rogue education.
There is a lot more going on, but we wouldn't want to spoil it for you. And of course every design decision is in flux until we test it. An important part of good game design is being willing to throw away our most cherished ideas when they turn out un-fun.
Release: In development