Lol, thanks guys NEW UPDATE:
July 17th, 2012
I've decided to make this update a couple weeks early. I've got quite a few things to share with you, but first, I want to give you a good, STRONG reminder to go to guysfromandromeda.com, if you haven't done so, and PLEDGE a few buckazoids to help the Two Guys improve the new SpaceVenture, starring Ace Hardway!!! They have listed on their website a set of goal promises for specific features, provided they can receive enough funding (examples include translation of the final game into other lagnuages, and things like extra mini games and pixar-quality 3d character animations.)
Now for the status update:Roger is... blonde...?
Yes, after quite a bit of contemplation, awhile back, I had decided that, while this game will ring true to the classic SCI art atmosphere, I should make Roger's hair blonde, because... well... do I really need to explain it to you? Nah, didn't think so. Though, when I'd finally decided to go back and change the screens I'd released prior, to make Roger's hair blonde, I realized that the whole strawberry red face and yogurt yellow hair provided by the original 16 colors just wasn't cutting it for me; so I proceeded to toy around with a most unforgiveable and HEINOUSLY WICKED idea, one which purists everywhere will no doubt find unforgivable of an offense..."Super SCI" means... 20 colors?!
Yes, after experimenting with color values over a two-day weekend (not the entire time, folks, the rest of the time in-between I was hanging with some local homies and drinking 'Keronian Ale.' Oh, and eating some of the world's greatest 'Monolith Burgers,') I settled upon four additional colors which I reasoned to be crucial for the game. I began rationalizing my rape of the "untouchable, original 16" when I recognized that the official pallette from the 1980's, while possessing some subtractive secondary colors (like purple and green), did not possess the secondary common ORANGE. In my art design I have found this to be quite an awkward setback, and it is also the reason why depicting skin and hair tones is especially difficult to pull off in 16 colors. I wondered to myself, if computer game designers had enjoyed the freedom to expand beyond 16 colors, which ones would they choose? Which shades would be considered most crucial to add to the pallette?
Remaining somewhat of a 'purist'/16-color-enthusiast myself, I proceeded with great care, making special note of pre-existing hue/sat/lum values and blah blah blah... I decided that if I wanted to add any colors, I wanted to add only as few as possible, and only those which complimented the existing ones by sitting on the oppposite end of the color wheel (those that appeared missing); and by systematically mimmicking the original values (only plugging these same values into alternate RGB fields to yield new results), I settled on the four posted above.RATIONALE (technical babbling; only to be read by offended purists)
: Looking at the original 16 colors, the first thing I made note of was that while most of the colors came in obvious shades of two (that is, dark and light red, dark and light blue, etc...) bright yellow had often been employed in the games as the lighter alternative to medium brown. I began by considering to add one new shade to each brown and yellow. To the original yellow, "255,255,80," I added a new, darker shade, "160,160,0," which is justified by the existence of the official dark cyan, "0,160,160," residing on the opposite end of the color wheel. For the original medium brown, I added a new, lighter shade, "255,160,80," by using increments in the same numerical values across the original pallette, and by stepping those values up the same amount as original lighter shades had been stepped up from THEIR darker ones (ie: when looking at the 16-color pallette, one notices that when a shade is stepped up from darker to lighter, 0 becomes 80; 80 becomes 160; and 160 becomes 255; generally speaking (purple is the rebel)). After this point, I decided to add the completely new shade of orange, "255,80,0," which rings consistent with the original light green, "0,255,80," (possibly it's opposite on the additive/electronic color wheel). In my experimentation, I came to realize why orange had not originally been done. It can be difficult to determine when working with an additive color system as used in electronics. One cannot simply mix values of red and yellow together, because it often results in some form of brown (computer screens do not depict colors via light in the same manner that paint depicts colors when mixing subtractively in the physical world.) This is why when I continued to follow the logic of stepping the values from lighter to darker, my second, lighter shade of orange resulted in the newer light brown just above mentioned (or perhaps this had to do with the fact that, not being able to raise the red field any higher than it had already been, 255 became 255 for the "R" field.) I saw no violation with this, because, after all, when analyzing sierra's original light and dark green, 0 steps up to 0 when changing from light to dark green.) So, at this point I had three new shades, all of which seemed to subtly slide in with the 16-color pallete, in a constructive way, seeming to complete it, but because my new light brown had become the light orange (and honestly, it LOOKS just like light orange when placed next to the dark orange), I would have to find a new suitable partner for the medium brown. I reasoned that, because the most difficult thing to pull off in 16 colors had been the human skin and the hair, I should try adding a darker shade of brown. This way, I could succeed in more obviously differentiating the brunettes from the blondes (and their own hair and skin from background brown objects like mud/dirt). Using the above mentioned logic, I added the dark brown shade, "80,40,0." Below is the entire pallete, with the 4 newer shades arranged logically into the original, official 16. All values are also clearly listed. I find that this new pallette really helps to improve the potential of the game, in a way that is respectful and complimentary of the classic SCI feel. I hope you will agree with me. After all, when I originally dubbed the term "Super SCI," I expanded the background resolution to double that of Space Quest 6's, 800x418 pixels, and that could be argued as a rape of classic SCI
I have updated the screenshots page to reflect my current progress with adjusting Roger's skin and hair color, with the help of these four new shades. Be sure to check it out!Now what about that summer demo you mentioned...???
What about it...??? Okay, okay! I'm afraid that thing is going to take longer than the end of this summer; but let me tell you some of what I HAVE done, and why the delay:
Firstly, while I toyed with programming in AGS a few summers ago, to make the parser/gui interface; I had not, to this point, worked on any game coding at all. I have, in these recent weeks, been slaving away programming the beginning game and introduction sequence (and lovin' every minute of it!). I'll tell you I'm very pleased with the results; but programming will make the demo take longer.
Secondly, being as it is, that I want the demo to include the entire 1st day on Xenon, there is a very LONG and detailed, and REVOLUTIONARY cutscene featuring Roger and Jerry (NOT to be confused with the idea of Jerry Wilco from the new fan game, Space Quest -1: Decisions of the Elders; but instead the Jerry that Roger witnesses dead aboard the Arcada (with the keycard) at the beginning of SQ1 (remember, this is a prequel to SQ1)) - so, where was I, yes - Roger and Jerry, hovering in a skimmer, traveling across futuristic Xenon City. Because 3D pipeline will aid in the calculations/creation of the many background screenshots that will go into this lengthy and impressive sequence, the demo will take longer to construct than if I were only to worry about strict interactivity (perhaps this is not what you want to read, but this is the only taste you'll get of SQ:OEOE before it's released in full, and so I want to make it special as I can for you.
Thirdly, because fan game developers are horrible at giving accurate deadlines.
In addition to the above news, I have been enjoying the hell out of myself working on the demo. I have perfected/edited completely specific dialogue, descriptions, and cinematographic details that will need to be referenced in order for successful completion of the demo (things like timing and camera angles and shitzoid.)
I will continue to chug away at this, and I will continue to keep you posted.DID YOU KNOW...?
...That during a two-day, feverous designing frenzy on July 1st to July 2nd, this month, Johnathon managed to complete animation sprites, from scratch, necessary to finish a whopping 2 1/2 minutes worth of cut sequence for the demo...?
... Ha hah hah...
Johnathon (now flying this thing solo)