October 17, 1997
Dear Adventurer,
Welcome to the seventh edition of the Famous Adventurer's Correspondence
School!
It's a little past 9:00 on a Friday night, the entire building is empty
except for Chance Thomas (of course), our internet is down, I've been
lip-synching audio files all day. It's pretty exciting to see all of our
hard work come to life on the screen especially since we've made so many
dramatic advances over the years. Our new 'talking heads' aren't just
static features with flapping lips anymore. Now facial features match
the expression and move in accordance with the mouth. Several people may
be talking at a given time so each talking head is displayed on the
interface along with the corresponding text. Each character's text will
be a different color so you can remember who is who. The new 3D talking
heads add a new realistic dimension to character interaction. I could go
on but I need to take a break and try to catch everyone up on what's
been happening lately with Dragon Fire!
A lot of time and energy is going into making the demo ready by
Thanksgiving. The demo is a snapshot of what will soon be the full-blown
Dragon Fire game with multiplayer action available through the Sierra
Internet Gaming System. The Sierra Internet Gaming System (SIGS) is the
way you'll play over the Internet. We're also working on modem and LAN
based play. Only a couple of weeks before we go gold with this demo!
You're probably metaphorically wadding this letter up and tossing it in
the "I'll believe it when I see it" bin right now. If you follow the
history of my newsletters you'll know what I mean. It can be quite a
challenge to create a demo that will be compelling and create our
complete product at the same time. A great game experience can come to a
rude halt when a glitch is encountered as most gaming fans are painfully
aware, so we are very enthusiastic about creating a game that can be
played over and over again, each time being a unique experience and
without glitches. If it means we have to push the date back then that is
what we will do. Check out our "NEWS" or "MUSIC" page to find out how
you can get a copy of the QFG V Soundtrack/Demo.
The Producer's Podium - Contributed by Jay Usher
I'm very pleased with the progress we've made on the game. Kudos to the
art team! I've had the artists on a pretty aggressive schedule up until
now. They've done an awesome job in creating the high quality art that
you, the end users expect. They're now putting those finishing touches
on their work. Most of them will be migrating on to other products in
the coming weeks, with the understanding that we could pull them back at
any time to polish. A smaller, core art staff will continue to maintain
until we ship.
Production has stepped up another notch in the last few months for the
programming team. Now it's their turn. We're currently implementing
multiplayer and of course we'll be tweaking that until we ship. For all
you avid Quest for Glory fans out there, we have a new addition to the
QFG V programming team! Corey Cole is sitting at the desk between
designers Lori Cole and Terry Robinson with "computer-in-hand". We've
got him rapidly coding away, putting in that extra touch you know and
expect. Now, do you believe we're going all out for you loyal fans?
Next, the audio staff has been feverishly lip-synching the voice actor's
lines that we recorded last month (Lori Cole and I were very pleased
with the results) and the character talkers are amazing! 3D talking
heads with facial expressions and head movement give this game an added
bonus.
You'll get a taste of all this in the Soundtrack/Demo, available next
month. I'm sure you'll be impressed with what we've done so far.
-Jay-
Robin again!
Like I said at the web site Chance is really excited about the work that
he has done. The rest of the team is pretty excited about it too. So,
without further adieu, Chance explains it best.
The Conductor's Platform - Contributed by Chance Thomas
O baby, what a wild couple of months it has been! Way too many all
nighters writing and recording at our Sierra studio, mega recording
sessions in Salt Lake City with members of the Utah Symphony, more all
nighters mixing here at the studio, an incredible session at an
unbelievable mastering facility in Hollywood, photo shoots, television
and magazine interviews... if I wasn't so hyped up by the news I'm about
to share with you, I'd probably pass out from sheer exhaustion.
So what's all the excitement about? How does this grab you - THE QFG5
SOUNDTRACK ALBUM IS FINISHED! I could repeat that for emphasis, but it
would be easier just to have you read it again. (Go ahead - I'll
wait...)
We had our last session on September 24, and two days later I delivered
the gold master to QFG5's producer, Jay Usher. It now sits in a Sierra
vault, anxiously awaiting its combination with the QFG5 Game Demo, and
an expanded version of the Art + Music Kiosk. (If the programming team
wasn't so picky about having the world's most killer combat system in
the game, you could get a copy today. But they're particular about that
sort of thing. As it is, combat will be limited in the demo but not in
the full game. They are still hard at work pushing every new technology
'till it screams, and they need about another month to pull their
miracle together. Let's try to show 'em a little patience.)
Oh, all right, if you refuse to be civil about this, and you absolutely
have to hear it NOW, then go to our website at http://www.sierra.com/qg5
and check out the new music pages. If you follow the path of the "Music"
and "Soundtrack" buttons, you'll find eight samples from the album
waiting to preview or download. We've tossed in a smattering of pictures
from the orchestra session, and if you're REALLY into this, we're
working on a step by step account of how the whole project came
together. That will come later.
For all those long suffering Quest For Glory fans who have written to me
wondering what ever happened to the "Overture", I have some especially
good news. The new "Quest For Glory V Overture" turned out very nicely.
And it is truly an Overture, meaning a pretty serious piece of music
that provides an overview of key themes you'll encounter throughout the
game. It's 4 and 1/2 minutes long, and takes you on quite a journey.
There are 9 discrete musical sections, covering 7 different themes, so
if you don't particularly care for one section, just stick around and
see what happens next!
Now, is there anything else I should tell you about the "Overture"?
Hmmm... There was something else... What was it...? Oh yeah, now I
remember. As I promised in this column long ago, the new "Overture" does
include the traditional QFG theme that many of you know and love.
Towards the end of the "Overture", after a particularly dark and chaotic
passage, you'll hear the traditional theme rise up as if from the ashes
of all that has gone before. It begins as a duet between the flute and
the violas, grows with the orchestra, raises in intensity with the
trumpets, and then explodes into the closing QFG5 triumphant theme. And
if you're a careful listener, you'll find a hint of it in the triumphant
themes as well. Lori and Corey Cole were both clutching their hearts
with an almost patriotic emotion when I played it for them. Hopefully,
you'll like it too!
Until next time...
Chance
Well, that's about it for this edition of the Famous Adventurer's
Correspondence School. If you have any questions, comments, or
suggestions, please feel free to email them to qfg@sierranet.net.
Thank you for being a member of our F.A.C.S. newsletter, and we'll catch
you in a few weeks with some more info on Dragon Fire.
Until next time,
Robin Bradley
Web Boy /Quality Assurance
Team Dragon Fire
Sierra On-Line, Oakhurst.