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#28194
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Participant

(Re: I will work for PEANUTS!)

If a group of us ever decided to get together and make a game, I don’t
think it would be entirely out of the realm of possibility to purchase
one of these dev tool suites (the cost of purchase ofsets the time
requirements for building an engine from scratch). I for one wouldn’t
mind getting involved in such a project (I’m a freelance game designer
with game industry experience). Of course, the first step in developing
a game (from my experience) once an idea is established is to develop a
design document. No sense spending money on R&D related stuff before a
design doc is finished. 😉

-David Reese
lordcorenair@netscape.net 
sierragamers@talkspot.com  wrote:

>Hey man, I understand. I thought it was humorous though I had to take
>it
>seriously as well – because it does have that idea of he’s busy golfing
>not
>making Sierra games while we are still here sitting hoping he does one
>day.
>
>I mean we all are part of this mailing list for some sort of reason. We
>do
>Enjoy those games and like seeing them.
>
>I played Tierra’s KQ2 re-make and enjoyed the extra story line.
>Although
>it changed the King’s Quest ‘rules’, and I say rules because there were
>certain guidelines which Kings Quest operated and mixed it with say
>something along the lines of QG4, or Quest for Glory 4 (Mordavia).
>
>I’m speculating here but I think the release of KQ9 has a lot to do with
>that cloaked character (maybe that’s Graham too from another time – it
>does add to the ruby ring/cloak mystery). I find more storyline better
>and although KQ2’s remake didn’t stay true to the Kings Quests series
>persay I do believe it stayed true to Sierra Adventure Games.
>
>The batcave animation cracked me up. Some things however remained in
>the remake which just pissed me off in the original. Like the entrance
>to Dracula’s castle and the thorn bushes which kill you if you walk into
>them.
>I’ve must’ve saved and loaded 10 times each time I was on that screen.
>
>What were you guys thinking Ken! Oh it was fun anyway
>
>Hehe…
>
>I’ve never played Syberia…but fans could definetly make something
>along those lines. Syberia was put together with Virtools, and being so
>it seems it was produced on an indie-sized budget (I am not sure – It
>certainly wasn’t marketed on one) – It had an excellent script and story
>I hear…but I’ve never played the game. I intend to eventually.
>
>http://www.virtools.com 
>
>Does anyone know how much Syberia took to make?
>Anyway a bit of a side track there…I’ve never played Broken Sword
>either.
>
>For anyone not familiar with Virtools it is a combination engine and
>production studio.
>
>I think with some decent organization, some interest (which I believe we
>have), and some talent we could put together something like what Tierra
>did. Maybe shoot a bit higher if we have some good tools.
>
>Anyway, I do know how hard it is to make a game. I am a programmer as
>well as an artist. I’m in school right now at AI in San Diego for Game
>Art & Design. I have many years to kick into a game or games if people
>would like to do that.
>
>Anyway, before I ramble on.
>
>Aloha,
>
>Kalani
>
>
>
>
>—_______________________________________________________________
>
>Please note:
>
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>
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>
>


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