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Adventure Architect: Rise of the Hidden Sun (coda) header image
feature: Adventure Architect: Rise of the Hidden Sun (coda)
 

So, where were we? Oh, that's right: Animation. This month, I'll discuss the use of in-game animated sequences to add richness to your adventure game world and—

What? Why are you looking at me like that?

Two years? TWO YEARS?!? Has it really been TWO YEARS since my last Adventure Architect installment? Yikes. Okay, I guess it has been a while.

In my defense, I've been busy. I bought a house, became a dad, and lost a kidney (in that order). But you don't care, do you? Some of you are reading this because you want to know what's up with Rise of the Hidden Sun. The rest of you are probably like, "What the hell is Rise of the Hidden Sun?"

I get it. This article—this cautionary tale, I should say—is for both kinds of readers.



A re-introduction

When I first announced that I was developing a game called Rise of the Hidden Sun, I had visions of it being the next Fate of Atlantis or Monkey Island. I was practically raised on those games in the ’80s and ’90s and had wanted to make one of my own for as long as I could remember. As a kid I designed countless text adventures using the programming language BASIC, and I always thought that some day I’d move to California and go work for Sierra On-Line, which at the time was the definitive adventure game publisher.

Unfortunately, Sierra stopped making adventures at basically the same time that I graduated from college—so there was to be no “Adventure Game Designer” job title in my future. That is, until I discovered Adventure Game Studio, a do-it-yourself game design program that was both free and easy to use.

So back in 2003 I decided to put my spare time into the creation of my own game, and I settled on a Wild West setting, an Indiana Jones-like hero, an epic treasure hunt, and a largely comedic backdrop. I spent about eight months hammering out the plot, the dialogue, the characters, and the puzzles in what is to this day probably the best and most polished work of creative writing I’ve ever completed.

You can read it about all that in the previous thirteen installments of this column, but the gist is that this game wasn’t going to feel like an amateur game. No, no. This was going to have professional production values from the writing and music to the background art and animation.

For a while, everything went according to plan. Using this column as a recruiting vehicle, I was able to bring in some top-notch talent from the Underground adventure game community to work on the game. I acted as the lead writer, project coordinator, and de facto art director, making sure that everything met a certain standard and had a consistent “feel” to it from artist to artist.

The biggest problem with any project like this, though, is attrition. People who volunteer their time over the Internet just don’t stick around to finish what they’ve started. (Just ask the nice folks here at Adventure Gamers, who've been waiting for this very article for a couple years now!) There are exceptions, of course, but they're just that—exceptions to the rule.

About two years ago, at roughly the time that I stopped writing this column on a regular basis, I made the decision to start paying people to work on Rise of the Hidden Sun. I couldn’t pay much—I had always planned on it being freeware—but I paid what I could, and did my best to keep costs down wherever possible.

Obviously using my own money to fund a freeware game wasn't a good business model, but that’s why I'd named my design studio after the U.S. bankruptcy laws: I'd probably go broke running Chapter 11 Studios the way I was running it, but I was determined to make Rise of the Hidden Sun the best damn freeware adventure game ever made.


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