Simon The Sorcerer: Between Worlds’ Kickstarter postponed (For good reasons!) – Please Stand By

Claudio Uncategorized Leave a Comment

Hey everyone,

So, this is some bitter sweet news that we’re sharing with you today. We felt we were really, really close to delivering our Kickstarter by the end of October as promised, but in the end, it wasn’t possible.
Specifically we were about to launch a campaign that was lacking in some very important features and this would have seriously reduced our chances of getting funded and, in a worst case scenario, would have ended up disappointing everyone.
There were many factors but the more important that we’d like to share are:

  1. Kickstarting in the USA: We had our mind set on launching our campaign through the U.K. platform and later thought on doing it through Ireland’s Kickstarter. Then we got a lot of feedback from devs and fans that warned us about Amazon Payments and Paypal not being available in these countries. We grew concerned on whether it was a smart choice and so, as of right now, we’re looking into options to launch through the U.S. website
  2. Rewards: As we got closer to the date, we had the nagging feeling our rewards list was not attractive enough. We overhauled it a couple of times and have recently added some really creative add-ons and physical rewards you’ve been asking for (*cough*hats*cough*). But going for this option meant contacting new providers and recalculating costs.
  3. Availability: This was pretty much beyond our control. We’re a small team as you probably know, and therefore everyone is super-valuable in our process, especially in a busy period such as a Kickstarter. A few of our key members got hit by personal issues that made it impossible for them to actively take part with us during at least the first two weeks we had scheduled for the Kickstarter, jeopardizing a lot of the updates and plans.

At the end of the day, we went through our tasks and realised that we had to much to do, in very little time and with fewer people than planned. So I had the responsibility to communicate to the rest of the team, and now to you, that we’re putting the campaign launch on pause until we iron all these issues, get everybody back on track and only launch our Kickstarter when we have our strongest foot forward.
Do not panic! It’s not the end of the world. This only means we’re making things better; we’re going to make the best out of the extra time and will keep you updated with extra info and goodies. We plan to remain as active as usual in our social media accounts and are considering a few extra events and opportunities to bring more support to the game.

Thank you all for your interest, sorcerer fans!
We’re humbled by your tweets, posts and emails and still plan to deliver the solid sequel we all look forward to.

 

ClaudioSimon The Sorcerer: Between Worlds’ Kickstarter postponed (For good reasons!) – Please Stand By
7

Let’s kickstart a new Simon The Sorcerer

Claudio Kickstarter 7 Comments

 

Tsimonchairtransparentoday’s blog entry is a very special one. We will be launching a Kickstarter campaign in the coming weeks for Simon the Sorcerer: Between Worlds!

Over the last few weeks we have been painstakingly piecing together our campaign whilst working hard on the game to bring to you, our fans, a small taste of what “Between Worlds” will be like.

We have made some great progress in the art department, we have some lovely tunes composed and ready to go, we have all systems set and mobile testing initiated, we’ve even had our first recording recently with an actor that we’ve been waiting a long time to reprise the role of Simon: Chris Barrie.

Some of you have been asking us recently if we were thinking about going down the Kickstarter route and we were a tad secretive about it. It was not just for the sake of being mysterious (no matter how charming that made us), we were actually doing everything in our power to fund the game through other means and thus avoid this route.

We had some great investors that helped us get this far, and we‘re lucky to have all the bare bones set for this new instalment. But other potential deals didn’t pan out and it has come to a point where we need your help to keep working, improving and make this awesome comeback for our lackadaisical hero.

There is more content that we will be sharing with you in the next weeks but more important, as usual, is that YOU tell us what you think and what you would like to see in a Kickstarter or in the final game, anything you feel like sharing. We’ll continue going around the web hunting for your thoughts but preferably you can jump over to our Forum and post there whatever you like. We’ll definitely be taking part of the discussion.

We hope to have your support and understand that this, with the support of AdventureSoft, our partnership with MojoTouch for mobile releases and our very talented team will help us make the hilarious, original and beautiful game you’re all expecting and deserve.

Thank you, sorcerers!

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Dave McCabe, Chris Barrie and Claudio Medina in the studio where Simon came back through Barrie‘s voice for the first time in 20 years! Big smiles

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Dave convinced him to wear the hat, yes!

ClaudioLet’s kickstart a new Simon The Sorcerer
9

Loud and Clear!: Re-imagining Simon

Claudio Art 9 Comments

A couple of weeks ago we shared the first screenshot of our pre-alpha build which led to a VERY enthusiastic response from the community that humbled us and a lot of feedback from gamers in website from all around the world like Adventure Gamers, Adventure Treff and Przygodomania.
The general consensus was that the backgrounds were lovely and the hand drawn quality of it was appreciated. Also that it matched the style of the characters pretty well, although some felt the characters seem “pasted” in the background, something that we hope to address through more accurate dynamic lighting.
On the other hand, Simon himself wasn’t setting anybody world’s on fire. Quite the opposite, raining on everybody’s parade.

 

 

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Although most fans that we showed the pictures to seemed to be aware this was an older Simon, they still thought it didn’t look like him. Everybody had a different opinion on how they remembered him. Some like a caricature of Wreckless Eric, others really couldn’t explain it but just thought it was not how he was supposed to look like.
It was a problematic situation that brought forward the question: What does Simon look like?
As part of the discussion that came up in Adventure Gamers I addressed this issue to try and drive the debate towards a more productive/measurable route:

One of the biggest challenges so far it’s that, IMO, everybody has a different perception on how Simon is supposed to look.
Since the art from Simon 1 and 2 was still very imprecise in terms of character face details (because of the nature of that style of pixel art), and the depiction of Simon there was so different from Simon’s Pinball, and all of these so different from Simon’s 3D and its concept art and even more different from Simon 4th and 5th…well, how his face looks it’s pretty much floating somewhere in our collective conciousness.

What most gamers seem to agree though is on its personality traits and even some of his hobbies. That’s what we’re trying to convey. Something that looks like a Simon would feel.

Essentially, it’s not easy making the transition from this:

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Simon The Sorcerer – Beautiful sprite but we won’t be getting a lot of information out of that handful of pixels’ face.

To high-res 2D art. Specially when the 3D renditions have looked like this:

 

Simon The Sorcerer 3D – Pointy nose, black hair, long face, ponytail makes a comeback.

Simon The Sorcerer 4 – Blue eyes, short hair, wider nose, high cheekbones.

Identical, aren’t they? So to focus on his personality and come up with our own portrayal that was representative of those traits, the traits that fans remembered him for and the ones we needed to highlight in this instalment, made more sense.  Surveying around, we came to a few conclusions on what’s that people remembered the most of Simon and Anna tried to convey that in a more expressive face. This was the result of the concept piece that we shared through social networks some days ago:

Take 2 of Simon

Take 2 of Simon

This was way, way better received than our previous piece and based on that our animator, Sara, developed another in-game piece that as usual in our workflow, remains truthful to the concept art. I present to you a new Simon for Between Worlds:

simontake2ingame

Same old robes, a more playful face and a beard because he THINKS that looks cool.  We’re much more happy with this rendition and we wouldn’t had taken it here without your enthusiastic comments. Positive or negative, there’s always something we can take from it even if know we won’t be able to please everybody.
What do you think? Drop by the forum and share more thoughts.

‘Till next one!

ClaudioLoud and Clear!: Re-imagining Simon

And the title of the new Simon The Sorcerer is…

Claudio Art, Development Leave a Comment

StS6_logo

Simon the Sorcerer: Between Worlds.

That’s right!  No numbers.  If you’ve been following the blog you’ll kind of understand the explanation behind the name. In any case, we’ll have further updates clarifying what’s the reasoning. First though! We need your help!

We have several variations of the logo above and we want YOU to help us decide which is the best to use in a contest that we’ll be starting in our FB page in some hours. We’ll simply upload the candidates in one image, and you need to comment in the status post which one is your favourite and any suggestions you have (like combining with an element of a different one).

We’re very excited to finally share this piece of information with you and that with your help we’ll make the best game we can. What do you think of the name? Any questions or ideas? Drop by the comments or the forums, we’d love to hear.

Oh…but before we leave, here’s a little freebie. Nothing special. Just regular first in-game screenshot.

Simon the Sorcerer - Between Worlds

Ta-ta!

ClaudioAnd the title of the new Simon The Sorcerer is…

Calypso and the Canon

Stephen Art Leave a Comment

If you’ve been with us this far, you’ll have seen Simon and his alternate universe sort-of-twin Simone. Well, with the game crossing between their two worlds many of the established characters in the series get to appear in two alternate forms. This week I’d like to take a look at both versions of Simon’s (and Simone’s) mentor, Calypso.

But before we get into that though, a short diversion:

The first thing that fans of the fourth and fifth Simon games will notice when they see the new designs for Calypso is that he’s standing up. He’s probably even breathing and shambling about too, he is – not to put too fine a point on it – not dead.

Suffice to say for those not familiar with the later games, he got killed but isn’t dead in our game, which brings us to the question of continuity. When we set out to make the new game, we had a decision to make. While we wanted to acknowledge the events in the older games, we also had to take new players who hadn’t played any of the previous games into account.

Anyone making something new in an old series is faced with a choice like this and we duly spent many long hours arguing about it. At times we thought that we could simply accept all the older games without overloading newer players with complex back story, but it quickly became clear that events in the last two games changed the setup considerably and would require a lot of explanation.

New players who liked our game and wanted to go back and play the older series to pick up the story would also (as of the time of writing) find that the last two games are no longer available, barring them from understanding what was going on. The fact that the original designers didn’t have any input into either game helped tip us over into thinking that it was best to only count on the earlier episodes.

That said we understand that those games have their fans and we intend to use the dimension-jumping aspect of the new game to acknowledge them.

Anyway, back to Calypso:

We needed two versions of the character and while Simone’s world doesn’t contain the ideal version of everyone from Simon’s world, we felt that in this case the mentor should reflect their student. Simon’s Calypso is fairly senile and crazy, while Simone’s Calypso is far more competent and dignified.

We decided to start with Simon’s version as he was the one that we were all used to. In the earlier games he looked much like a classic, flaky wizard. We wanted to push his decline on a bit to reflect the passage of time. The design on the right is where we ended up after seeing just how far we could push him before he became a bit creepy.

calypso calypso1.0 calypso1.1 calypso1.2done

The ideal version turned out to be a bit easier to do, given that everyone has a pretty good idea what dignified and powerful old wizard looks like. It was just a case of taking that idea, blending it with design cues from the dishevelled version and then experimenting a little with the details. In the end, we opted for the design on the right.

calypso2.0calypso2.1calypso2.2done

I guess we’ve covered some potentially controversial ground this week. Drop over to the forum and let us know how you feel.

StephenCalypso and the Canon
3

Character Design – The Ghost Pirate

Stephen Art 3 Comments

In recent blogs, we’ve been looking at some of the characters that will appear in the game. In some cases, I’ve made reference to how we get to their final design without going into a whole lot of detail about how we got there. This week, I’d like to take a minor character – a ghost pirate captain – and walk you through the design process step by step.

Now, you may well ask why I chose to do it with this guy and not Simon or Simone, and that’s a fair question. In both those characters’ cases I think that where they sit in the game is going to be a lot more important to most of you than how they look.

On the other hand, the Pirate Captain is a new character. You have no idea who he is or what he does in the story and, because he’s new, nobody should have any strong feelings about how we’re using him in the story. This (for once) is not the place for spoilers.

piratecptcol

So this is where we started – a Dead Pirate Sketch (insert your own Monty Python gags here, folks). The concept artist’s brief just said he was a ghostly pirate – a classic, tri-corn hat wearing buccaneer seemed like a good starting point. He was immediately recognisable as a pirate, but not so much as a ghost – and this is where the experimentation starts.

Initially, we tried having parts of the character faded out then, we tried adding a glowing effect – neither seemed to do the trick. Making parts of the pirate obviously dead (missing eyes, lipless mouth, exposed ribs) certainly made him look like some sort of undead creature but the final effect was far too dark and serious.

We needed to make him read as a ghost without compromising the comedy, and that got us thinking about what else we could do. The old ‘head under the arm’ came up and was immediately rejected as being a bit dull but it started us down the road of wondering how he might have gotten himself killed in the first place.

We went through a selection of options from shark bites to musket balls, trying to think of ways to push them to the point where they stopped being a bit grim and moved more into Simon territory.

A shark bite is serious, but a penguin bite, or a puffin impalement?

Pirate sketches2Pirate Sketches1

Once Anna got to work on sketching some of this stuff, she came up with the idea of combining the classic legless ghost with that traditional pirate accessory, the peg leg.

We all agreed the leg had to stay but we still wanted to try giving him an obvious but ridiculous injury. As you can see, we tried putting just about everything through the poor guy from puffins to cannonballs.

ghp1ghp2ghp3pirate swordpirate hole

In the end we opted for a penguin with a little trace of gore around the… entry to help sell the injury. We think it strikes the right balance – recognisable, silly, but not too cluttered. Drop along to the forums and let us know how you feel about it.

ghostpiratecaptaindone

*No penguins (or puffins) were harmed in the creation of this character.

StephenCharacter Design – The Ghost Pirate
5

Designing Magic #1: Hush Puppies

Claudio Design 5 Comments

Boy! It feels like it was a long time ago since we started discussing the idea of a new Simon The Sorcerer.
It really wasn’t, it just has been a really intense half a year for the team.  Much paperwork, a lot of getting the right team together, tons of writing, engine tweaking, iterating art over and over and, of course,  many design choices.

Granted, by committing to stick to the traditional gameplay of the first instalments of the series, we were already shaping how most of the game would feel and what was staying. We wanted it to be a 2D experience, we felt that players would be expecting it to be point and click and we thought that a lot of the humour in the series revolved around its inventory based puzzles. A staple of the genre, inventory puzzles are those where the player needs to have in its possession certain objects so that it may be used with the correct person or object in a scene. Sometimes, the player can generate new objects by combining two of them.

While these type of puzzles did lead to a lot of funny situations, like sticking a watermelon into someone’s sousaphone to (thank heavens) may it’s “music” stop, it also can be a bit frustrating when misleading the player into thinking there are many other simpler solutions or when the actual solution is very unintuitive or lacks logic. The infamous ‘puppy into slippers’ comes to my mind when thinking of puzzles that could have gone better in StS.  There was no previous indication that the player could make Simon use magic at will, so naturally it was a bit bewildering that the the course of events for this particular challenge was transforming a puppy in your inventory into something else without even any sort of combination.

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Hush Puppies! Haha! Get it? Get i–ok. Sorry.

The puppy-slippers puzzle was particularly helpful on helping me dissect what design choices needed to be addressed in a sequel. First, as explained before, I felt compelled to have more logical puzzles in our game.  This doesn’t mean to abandon the inherent silliness of a fantasy parody game, but to be certain that all through the game enough cues are given to the player so no solution seems arbitrary. Foreshadowing is -I think- the key.

Then there was the spell casting. What seemed irritating on that particular puzzle is how Simon could, out of the blue, use his magic to get himself out of a mess. The problem was not the magic itself. In fact, for a game that has ‘sorcerer’ in the title I would like the magic theme to permeate on every possible level, including gameplay. The moment that players would probably recall as having any input into magic is the duel with the witch in StS 1,  which was more of a rock-paper-scissors (mouse-cat-snake in this case) game that unfortunately had a very heavy chance element.
Other than that Simon never really feels like much of a sorcerer. And in a way, that’s ok, after all we’ve learned how incompetent he can be. But it left me yearning for more. This is a setting overflowing with a magical component and I wanted this to feel more integrated with the puzzles.

That’s when Dave suggested to introduce a new playable character, an opposite to Simon that proved to be a more resourceful wizard than him and could actually make use of some magic-centric gameplay mechanic.  Thus Simone was born. There’s much to say about her, some of it we have already but let’s not sidetrack. After developing and establishing her character, it seemed natural to me that both characters should be played in different ways, representative of their personality, skills and different times in the evolution of the genre.

Simon is the old-school adventure game, which as said before plays as a traditional inventory-based adventure game, often resorting to devious solutions and steali-sorry- borrowing, to get what he wants.
With Simone I wanted to work on something a bit bolder.  Let’s be honest, nostalgia is a major selling point for us, and we know that a lot of players will be returning because of it. But it really has been 20 years since the first Simon, expectations have changed and as developers we also appreciate the opportunities to be creative and bring something new to the table.

We carefully considered how to integrate magic mechanics into our point and click endeavour. This involved doing some proper homework first. What other adventure games have tried to do the same in the past?  We identifed a handful and replayed them just to refresh our memory, starting with a LucasArts all-time classic.

wp-loom2

Epic minimalistic game. Still feels very much like a modern idea.

In the next designer diaries post we’re going to explore the adventure (and some roleplaying) games that are inspiring us to come up with something different for our Simon the Sorcerer 6 (working title!).  Our journey will start with a massive franchise of the early 90s and end with an adventure game that’s only a couple years old.
Stay tuned!

ClaudioDesigning Magic #1: Hush Puppies
1

Randall and Eimear: Follow the Feathers

Stephen Entertainment, Gaming, General 1 Comment

randall3

This week, I’d like to take a short break from Simon the Sorcerer to tell you about another game being created under the Storybeasts banner – Randall and Eimear: Follow the Feathers (for any non-Celts out there, Eimear is pronounced E-mur).

Now, you might remember that I mentioned in blogs gone by that Storybeasts came into being in order to create the next Simon the Sorcerer game, which is true. But we’ve also been thinking about what else we want to do in the future.

We think you’re going to like what we’re doing with Simon and we’d like to spend more time in his company in future, but we’re also fans of quirky and original indie games. So we thought that if the opportunity came along, we’d like to support quirky and original game designers to create them. That’s where Benjy Bates comes in.

He was a game design student attending classes given by our narrative designer, Dave. He had a project idea that he was tinkering with at college. When he left, Dave suggested he finish it under the Storybeasts umbrella with some help from another of his teachers, Chris Colston. Together, they’ve created a point and click adventure game, equal parts noir detective story and surreal journey into another world.

The story follows a girl called Eimear and her cat, Randall. Like a lot of cats, Randall has a quite life at home with his owner and another, wilder life outside. Unlike most cats, Randall’s other life involves him passing into another dimension populated by anthropomorphic animals, werewolves and even stranger creatures, in which he’s a hard-boiled detective in the vein of Phillip Marlow (only shorter and more interested in balls of thread).

Randall1

Eimear follows Randall into the other world where together they try to find out what happened to his missing partner. To help create the proper atmosphere, the other world is rendered in black and white with the few touches of colour that appear being used to identify significant objects.

As you might have guessed from the fact that it has a two-part title, we’re hoping that this will be just the first in a series of episodes. Each episode will be a complete story in itself, but there is a grand narrative that will be revealed over the course of the full series. Each episode will involve the characters travelling to other dimensions, each with their own distinct visual style.

Once it’s complete, we’re planning on releasing the game through a digital distribution platform. Keep an eye on the blog for further announcements as development continues. In the mean time, drop over to forums and let us know what you think.

randall2

StephenRandall and Eimear: Follow the Feathers