The Silver Lining Demo (authorized King's Quest fangame)

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TribeHasSpoken
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The Silver Lining Demo (authorized King's Quest fangame)

Post by TribeHasSpoken »

Phoenix Online Studios once again extends our open invitation for all gaming press and fans to attend our 2006 Major Event tomorrow (July 30) from 4pm-7pm EST (GMT -5). In addition to our previously confirmed guests and gaming press representatives for the chat, we are also proud to announce the attendance of Jason Victor, Elizabeth
Gee, Christopher Serico, our voice actors for the parts of King Graham, Queen Valanice and Connor respectively. We've also confirmed the attendance of representatives from gaming site GameBoomers as well as Orange Lounge Radio.

The Phoenix Online Studios team will also be revealing the long-anticipated first public demo during this event as well. This is the same demo that was used during the negotiations with Vivendi back in November 2005, that resulted in the game being granted official legal permission to continue development.

We hope to see you there at http://www.tsl-game.com/chat/


Michael A. Bright
PR & Web Assistant
The Silver Lining Development Team
Phoenix Online Studios
www.tsl-game.com
michael.bright@postudios.com
Last edited by TribeHasSpoken on Sat Aug 19, 2006 1:36 am, edited 2 times in total.
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TribeHasSpoken
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Post by TribeHasSpoken »

The Event was a great success, and Phoenix Online Studios would like to thank everyone who found time to attend. A log of the chat should be available shortly for those who couldn't make it.

We released a number of treats during the chat, and I'll share those with you now.

The winner of our present contest was Rob McKay, who designed a sample box cover for the game. Check out his great work at http://www.tsl-game.com/home.php

We at Phoenix Online Studios have always been immensely proud of our composer, Austin Haynes. To see just why we're so proud, have a listen to "The Day You Were Gone", the love theme from "The Silver Lining". The music was composed and performed by Austin, with lyrics by César Bittar and vocals by Amy Kurylo. http://www.tsl-game.com/media/music/cd/

To show off the impressive work of our artists, as well as to give you a few more hints on the game's secret storyline, we've released eight brand new desktop wallpapers of the game's major characters. http://www.tsl-game.com/media/wallpapers/

Finally, we promised to release a demo, which needs no further explanation. Download it now at http://www.tsl-game.com/trilogy/


Michael A. Bright
PR & Web Assistant
The Silver Lining Development Team
Phoenix Online Studios
www.tsl-game.com
michael.bright@postudios.com
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TribeHasSpoken
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Post by TribeHasSpoken »

A new patch has been released for The Silver Lining demo, and is highly recommended to address certain bugs and performance issues. Patch v1.0.1 may be downloaded at http://www.tsl-game.com/trilogy
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TribeHasSpoken
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Post by TribeHasSpoken »

Patch v.2.0 for The Silver Lining demo has now been released and can be downloaded from http://www.tsl-game.com/trilogy

The following is a summary of what each patch has fixed so far. Please note that each patch includes all fixes from previous versions:


Patch v.2.0
- updated About box
- added dynamic loading for Graham's Bedroom, resulting in smoother and less choppy gameplay in Main Hall
- fixed mispelling of Hassan's voice actor
- fixed pouch from not disappearing from inventory
- fixed grammar in one of the Narrator error messages
- removed Direct3D from display options
- fixed dialogue for Bookshop regarding non-existant note on door
- fixed Hassan's scurvy conversation logic
- added Yes/No messagebox when Hassan asks "Ready to sail?"
- removed zoom and rotate from Ferry
- fixed Map to use pointer cursor instead of walk
- fixed fadeout to stay black for longer during scene transitions
- added missing Hassan dialogue
- fixed grammar in Hassan conversation
- fixed vague cloak Narrator error dialogue


Patch v.1.0.1
- fixed toolbar from not showing up in Patch v.1.0

Patch v.1.0
- added ability to go west from Village Main
- added animated scene objects in Docks, Village Main, and Garden
- fixed mispelling of the word "stranger" in intro text
- removed many output errors, resulting much smoother and less choppy gameplay
- fixed and added new Narrator error messages
- removed camera key bindings
- fixed "floating" Graham caused by excess walk speed
- fixed Graham from journeying infinitely more, rather than just once
- removed dialogue for Bookshop regarding non-existant note on door
- fixed bug where Graham would infinitely spin like a Tazmanian devil
- fixed text in exit game confirmation
- added exit confirmation to Quit button in options menu
- updated About and Mission info to include Patch info
- fixed right-click cycle to go from most common to least: Walk-Eye-Hand-Talk-Item
- fixed toolbar to go from most common to least: Walk-Eye-Hand-Talk
- fixed minor errors on Skip Intro dialogue box
- fixed minor error on PR Credits
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Post by TribeHasSpoken »

Did anyone hate Cedric, Graham's owl companion from King's Quest 5, as much as I did? If so, I've created a little mod for the demo that should make you happy. Check it out at http://www.tsl-game.com/forum/index.php?topic=5032.0

Please note that this mod is in no way sanctioned by either Phoenix Online Studios or Vivendi Games. It's just me having a little bit of fun.
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Post by TribeHasSpoken »

In response to comments we've had, our programming director Petter Holmberg recently said this in our forums about differences between the demo and full versions:
Character movement: This is a matter of adjusting animations and character movement speeds. We'll take care of this in the final version and make at least the main characters as near perfect as possible. This also includes stair climbing etc.

Lipsynch: There's no actual lipsynch in the demo. Just a generic lip animation. The final game will have accurate lipsynch. We're developing the system for it and it's coming along really nicely.

Character loads: This is also going to be fixed in the full game.

Clipping: We'll do our best to match animations and positions to avoid visible clipping, but as I'm sure you've noticed from playing other games this is really tricky to avoid completely.

Textures: Our original textures are high-res but in order to improve framerate we convert some to a lower resolution when the high detail level is not required. Scenes will be optimized for a good compromize between looks and playability later, so you can look forward to improvements.

Effects: That's also something that will be added to the degree that we have time and resources. It's a question of priority. But you are right, those things are important to the feel of the game.

Camera movement: That's the director's call. But we'll have a pretty cool camera system in the final game allowing various camera modes similar to what you see used in movies, and they will be used when appropriate.
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Post by TribeHasSpoken »

Just Adventure+ has just posted a new and insightful interview with designer/director César Bittar, PR director Saydmell Salazar and assistant PR director Neil Rodrigues

http://justadventure.com/Interviews/Sil ... LTeam.shtm
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