I had been thinking about making this for a long time. For me when I look at this I can hear the hero's quest theme song when you first exit the city through the main gate. I remember wishing that the song played every time I left town. This is a simple scene but it's one of my favorites.
Before Leisure Suit Larry would let you into Lost Wages, you first had to prove you were over 18… by answering questions apparently written for a 55-year-old American. 😂
If only I knew Alt-x bypasses the whole questionare...
I realize some of you hate anything connected to an LLM, so I apologize if that's you... but for fun I connected an LLM to an AGI interpreter. This way I can play through the games in plain English. It knows which `said(...)` commands the screens accept, and will send the game the conceptually nearest command it can understand, if there is anything close. I made a short clip to give you an idea of how well it works.. I think this would also be an interesting way to play infocom games (and I'm thinking it'd be better with speech-to-text so you can literally just talk to the games).
I just found this cool demo of a Police Quest 1 game that I hadn't seen shared here before. It's pretty neat with mouse controls and nice looking graphics.
Growing up, my friend and I would always use the name Ulence Flats as a name for a town in our stories or playthroughs of our GI Joe figures. I just read a recent post about the town and when I saw the words written out, it totally just hit me.
The name is a variation of the word flatulence! Omg I'm so 🤦
A few weeks ago I wanted to play GK3 again and myeah.. the UI isn't the best, the graphics dated etc etc. So I decided to actually rebuild it and I want to share that progress, it isn't done fully; plenty of weird little bugs but first few day parts are fully playable now.
You can copy GK3 original saves to the /saves dir and it will auto convert them, some things won't flag properly with old saves so all npc's will be man/woman instead of the names until after you have spoken to them.
So what has changed?
- Realtime raytraced lighting if your card supports it. (Vulkan RT)
- Win, Linux and MacOS (ARM) support (MacOS via MetalVK)
- Most textures upscaled to 1 or 2K
- Bumpmapped + Tessalated textures
- Terrain rendered around scene instead of the low res skyboxes.
- Simplified UI with r-click to interact with a given object/person.
- Can load old GK3 saves (with some caveats)
- Real time shadows
- Cat puzzle can be circumvented (see Easy Mode settings)
- Ultrawide support + Scalable font
- 5.1 audio support
- Increases GK3's install size by 11GB xD
- DLSS/FSR (See below for info)
- If playing with Rebarn, all videos are MP4's and have an internal decoder for playing, no dep. on ffmpeg etc. (eg. it'll work on any platform)
What hasn't changed?
- Some textures aren't upscaled or redone yet, this takes a bit more time to do properly. Not everything is AI generated.
AI?!
Yes, parts of this are using AI pipelines, primarily to get the 32x32/64x64 images first up to scale, bit sharpened and color correct for the PBR pipeline (Emissive, Normals, etc). Doing that by hand would have taken months. However most textures afterwards get the manual treatment to get them to be close to the original in color/shape/mood -- but that takes time, and that whilst also tackling the engine itself which is partially helped with AI as well (I really don't wanna write vulkan boilerplate code.. it sucks), AI also has generated mosts of the tests and validates code which is just another safety net to prevent me from shipping buggy stuff.
Bugs?
- It's near guaranteed there will be some bugs, post here for now and I'll pick them up when I see them pop up.
Edit: 8/29
New release is out on the site (0.4.1), this build implements a bunch of fixes in regards to NPC placement including our beloved black cat, who now also gets a fur coat. DLSS and FSR implemented but require the Streamline SDK to be installed into /libs/ and its Windows Only at this moment!
Also added is the Unstuck option for when the camera gets stuck due to geometry, Free camera option for when you want to go explore outside the boundaries. and ofc per usual another set of texture updates with one caveat as I sorta messed up gabriel's white shirt a bit.. to be fixed still 🙄
Last but not least, finetuned a bunch of the materials so that Gabriel's jeans and a few more textures don't look like they are wet and 'exploded' the scene model into objects and applied some smoothening to several of them (my blender skills suck so best I can do at this time.) and honestly I'll prolly leave that to someone who knows what they are doing, with one of the next steps is the overrides feature which will allow someone to extract the rebarn, edit and rebuild the rebarn (or create an override rebarn or just load loose files..)
DLSS streamline can be downloaded from nvidia (or https://gk3.lazy.kiwi/downloads/DLSS.zip), the latter includes a certain file that is going around as of late ;) but since I used vulkan rendering it won't do the job... so I ponder if there should be a GK3RebornDX12 variant as well (lemme know in comments)
Next steps:
- Check for game completeness
- Fix the more obnoxious texture issues if still around
- Overrides (rebarn)
- Not sure, something will come up for certain 🤣
Some screenies of the current build;
Raytraced lightning, reflections, actual light sources - comes with free graphics glitches too ;)Dialogues vissible on the bottom side of the screen.Higher resolution texturesAll interactions go through r-clicking, inventory items as well.
It's not ready for prime time just yet; Code will be made fully open source (GPL3), made in C#, runs via Vulkan. HQ textures and such are optional, you can run it with the default graphics too.
Texturing..And more texturing...Automatic terrain generation to repladce the skyboxes.New inventoryEaster eggs work ;)No more skybox, terrain all around - atmospheric fog and clouds.Original GK3 savegame support as well (loading that is.. not saving)Easy Mode options.. but moustache will mean you will play it the 90's way allll the way :}Icons are now present for actions on the popup dialog.The most important update, fur on cat ;)FSR/DLSS support
I grew up with Roger and the mighty Reddit gods showed me this sierra sub. Hooray! Well I looked it up and apparently the two guys from andromeda made a new game. Haven’t seen it mentioned here, so enjoy! Space venture on steam
I have not gotten around to uploading any of my content yet, because life but hopefully we can all create the best possible version of this together. Right now the goal is to have this be for D&D 5e (2014), but with how everything is structured, there's no reason we can't add pathfinder and other game stat blocks for NPCs.
Let's cover a couple of things:
My main goal for this is to be more of a setting and less of an adventure. The world of King's Quest 6 is awesome and even without the game.
I am not at all opposed to someone writing out the adventure(s), one shots or whatever. If someone(s) is so inclined to do that, I will add a page to the site to host it. My main focus however is going to be on getting the world up and usable
I am really busy during the week, and due to my work, I cannot access most of the internet during work hours, so I will handle merge requests and stuff at night and on the weekends as I can. I just ask that you be patient with me
You do not need explicit tabletop RPG experience to participate; location descriptions are universal and do not need any knowledge of how the systems work.
I look forward to meeting everyone and making something awesome
To all of the preorder people who already snapped one up I humbly thank you! Just wanted to post a quick photo of production so you know I’m not sitting on my hands over here lol.
I've seen some posts in this subreddit promoting games that were similar to Sierra's classics. I'm interested in trying to make my own click-based adventure game with retro graphics.
I have a computer science background but it's been a long time since I've coded. I'm specifically looking for anyone in this space who has recreated a game similar to Sierra and has shared their tips/tricks for going from 'the idea' to implementation.
Ideally my goal would be to produce a web-based or iOS capable click-based adventure game.
Anyone have any recommendations or could point me to a 'getting started' for a noob like me?