King's Quest II SCI Remake

Is the game being a ROYAL pain? Need a hint? Got a problem? This is the place to discuss King's Quest!
Post Reply
User avatar
MusicallyInspired
Village Elder
Posts: 2806
Joined: Fri Oct 10, 2008 8:46 am
Gender: Male
Location: Manitoba, Canada
Contact:

King's Quest II SCI Remake

Post by MusicallyInspired » Fri Oct 17, 2008 2:23 pm

I'm not sure how widely known this is, but I started a while back a remake of King's Quest II with SCI Studio/SCI Companion using Sierra's original SCI0 EGA/Mouse interpreter engine. It'll be exactly like Sierra's KQ1 remake: Parser, mouse support, complete original soundtrack compatible with Sound Blaster, Adlib, or Roland MT-32 (as well as digital sound effects), and recreated drawn-from-scratch 16-colour dithered EGA backgrounds.

You'll also be able to play it on you're old 286 if you still have one. ;)

Website
Screenshots
Wiki on the King's Quest Wikia Website.

Here's a couple YouTube videos (also on the Screenshots section of the website) that I released a while back that show the introduction sequence and some gameplay showcasing some completely scripted scenes. They're a tad old and a little more has been done since I made these videos, but it's a great demo to show where it's at and what to expect anyway.

Introduction Video
Gameplay Video
01010100 01110010 01110101 01110011 01110100 00100000 01010100 01001000 00110001

User avatar
Collector
Grand Poobah
Posts: 11542
Joined: Wed Oct 08, 2008 12:57 am
Location: Sierraland
Contact:

Re: King's Quest II SCI Remake

Post by Collector » Fri Oct 17, 2008 2:26 pm

I have been aware of your project for quite some time, now and am very intrigued by it. I definitely am looking forward to it. Please let us know when you make some more progress.
01000010 01111001 01110100 01100101 00100000 01101101 01100101 00100001

Image

User avatar
Tawmis
Grand Poobah's Servant
Posts: 12927
Joined: Wed Oct 08, 2008 1:19 am
Gender: Not Specified
Contact:

Re: King's Quest II SCI Remake

Post by Tawmis » Fri Oct 17, 2008 3:41 pm

Would check this out indeed!

User avatar
Datadog
Great Incinerations
Posts: 1602
Joined: Fri Oct 10, 2008 10:41 am
Location: Vancouver
Gender: Martian
Location: Vancouver, BC
Contact:

Re: King's Quest II SCI Remake

Post by Datadog » Fri Oct 17, 2008 3:59 pm

Looks good! Keep it up!

So will this be a perfect remake, or are you adding anything new in?
Box of Mystery, Adventure Games, Cartoons, Books and more!

User avatar
MusicallyInspired
Village Elder
Posts: 2806
Joined: Fri Oct 10, 2008 8:46 am
Gender: Male
Location: Manitoba, Canada
Contact:

Re: King's Quest II SCI Remake

Post by MusicallyInspired » Fri Oct 17, 2008 4:34 pm

Right! Forgot to mention that part. It will be somewhat of an enhancement. No where near as much as KQ2+. I'll just be adding a few extra things like extended intro/ending and such. I'm trying for the same style of enhancement that Sierra did themselves. So maybe rewritten dialogue, altered scenes, long cutscenes (or maybe cutscenes where there previously were none) and basically whatever I can to make it more interesting.
01010100 01110010 01110101 01110011 01110100 00100000 01010100 01001000 00110001

User avatar
Datadog
Great Incinerations
Posts: 1602
Joined: Fri Oct 10, 2008 10:41 am
Location: Vancouver
Gender: Martian
Location: Vancouver, BC
Contact:

Re: King's Quest II SCI Remake

Post by Datadog » Fri Oct 17, 2008 5:09 pm

Neat! I like it!
Box of Mystery, Adventure Games, Cartoons, Books and more!

User avatar
Tawmis
Grand Poobah's Servant
Posts: 12927
Joined: Wed Oct 08, 2008 1:19 am
Gender: Not Specified
Contact:

Re: King's Quest II SCI Remake

Post by Tawmis » Fri Oct 17, 2008 6:32 pm

So you're doing this completely solo?

How long does it take for you to make this stuff? I realize you're going off an existing game - but the graphics and everything...

Because I'd love to make an AGI/SCI game - already have puzzles written out - I just lack the artistic and programming language for it...

User avatar
MusicallyInspired
Village Elder
Posts: 2806
Joined: Fri Oct 10, 2008 8:46 am
Gender: Male
Location: Manitoba, Canada
Contact:

Re: King's Quest II SCI Remake

Post by MusicallyInspired » Fri Oct 17, 2008 8:03 pm

See I'm the opposite. I find it difficult to come up with a good original story and interesting puzzles and whatnot. A good SCI screen takes me a few days. Maybe a week to get perfect. Of course I usually end up working longer than that because I don't get as much time to work on it as I used to now that I have a family. Programming is the really fun part, though.
01010100 01110010 01110101 01110011 01110100 00100000 01010100 01001000 00110001

User avatar
Collector
Grand Poobah
Posts: 11542
Joined: Wed Oct 08, 2008 12:57 am
Location: Sierraland
Contact:

Re: King's Quest II SCI Remake

Post by Collector » Sat Oct 18, 2008 1:09 am

Tawm and MI, the new AGDI? :)
01000010 01111001 01110100 01100101 00100000 01101101 01100101 00100001

Image

User avatar
Tawmis
Grand Poobah's Servant
Posts: 12927
Joined: Wed Oct 08, 2008 1:19 am
Gender: Not Specified
Contact:

Re: King's Quest II SCI Remake

Post by Tawmis » Sat Oct 18, 2008 11:16 am

After he finishes KQ2... I may just throw my ideas at him and see what he thinks. ;)

But I don't want to distract from the KQ2 first - because that is looking pretty awesome so far!

User avatar
Almirena
Supreme Songstress
Posts: 368
Joined: Wed Oct 08, 2008 5:36 am
Gender: Not Specified
Contact:

Re: King's Quest II SCI Remake

Post by Almirena » Wed Nov 12, 2008 10:45 pm

I am also intrigued, and looking forward to the finished product.

... and... I would give serious thought to hijacking MusicallyInspired for the making of a new game. Hmm...
I purpled the martyred moon
Where twilight drank all light
Image

Post Reply