Home > Rise of the Hidden Sun > Back to the drawing board… literally

Back to the drawing board… literally

Rise of the Hidden Sun logo

After six months of hard work and anticipation, another era in the production of my would-be adventure game opus, Rise of the Hidden Sun, has come to a disappointing end.

First, though, some background. Buckle up ’cause this may take a while.

Rise of the Hidden Sun is a 2-D point ‘n’ click adventure game in the tradition of old computer classics like King’s Quest and The Secret of Monkey Island. I was practically raised on those games in the ’80s and ’90s and I’ve wanted to make one of my own for as long as I can 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 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.

This game wasn’t going to look like a one-person job. No, no. This was going to have professional production values from the writing and music to the background art and animation. And for a while, everything went according to plan. I was able to recruit some top-notch talent from the amateur adventure game design community. I served as the project coordinator and de facto art director, making sure that everything met a certain very high standard of production and had a consistent “feel” to it from artist to artist.

My biggest problem since this all began, though, has been attrition. Simply put, people who volunteer their time on projects like this—particularly people who you only know through the Internet—just don’t stick around to finish what they’ve started. They’re usually good for about three months of work before they just drop off the face of the planet, never to be heard from again.

So, about two years ago I made the decision to start paying people to work on my game. I couldn’t pay much, of course—I had always planned on Rise of the Hidden Sun being a freeware game—and it basically came down to how quickly I could sell stuff on eBay to pay for the work-for-hire artists I needed to create the professional quality artwork I wanted. This was a bad business model, obviously, but that’s why this whole thing is called Chapter 11 Studios. I knew I’d go broke doing it this way, but I was determined to make Rise of the Hidden Sun the best damn freeware adventure game ever made.

I’ve had pretty good luck with background artists who draw and/or digitally color the game environments. My track record with animators isn’t so good, though. But I thought I’d finally solved the problem for good back in June of this year when I began working with a professionally trained animator named Jim Peebles.

Mary Jane art sampleNot only was Jim willing to work for very short money—again, I could afford him just by selling my old comic books on eBay—but his work was good. Damn good. He was fast, willing to listen to my suggestions, and responsive to my emails. Together we made more progress on the animation front in two months than I had in the previous two years. It was a revelation. The characters in Rise of the Hidden Sun were coming to life before my very eyes. After years of searching, I’d found my animator!

Or not.

Because Jim, like each and every one of my would-be animators before him, eventually stopped producing. Progress updates became less and less frequent. The quality of the animations dropped significantly when he did get around to sending me something.

And then this past weekend came the final straw. He emailed me probably the two worst character animations I’ve ever seen. Sloppy, careless, and clearly very rushed. They looked nothing like the amazing work he’d done for me just months earlier. It left me with no choice: Jim’s time on Rise of the Hidden Sun was over.

Thus, I have no animator, and I don’t even know if I can use the good stuff Jim created because every animator has a different style and it’s hard to combine the work of different artists without the discrepency between their styles being obvious.

It’s left me to once again question my plan to make Rise of the Hidden Sun a freeware game. If I really want it to be professional quality, it seems, I’m going to have to take a professional approach—and that means a for-profit model that would make this an actual business. Or, at the other end of the spectrum, I could embrace the do-it-all-myself approach and be the game’s chief artist/animator, which would ensure that it would get done—but at a significantly reduced level of quality.

So here I am, back at the drawing board again… literally. I’m standing at a crossroads in the game’s development, and I have no idea which road to take.

  1. JKR
    November 21, 2007 at 4:24 pm | #1

    I’ll tell you what road you’re going to take, the right one.

    Rise of the Hidden Sun sounds to me like your dream. The thing you’ve always wanted to do, and something you’ve put your very soul into while working on. You don’t give that up. If you do, you’ll regret it for the rest of yer days, cowboy.

    It won’t be easy. Sometimes it won’t even be fun. But when you step back from the finished product, smile, and say “Wow, I did it” it will totally be worth it. So get back up on that horse, take a deep breath, and start out again. You can do it! I’ve seen some of the art and ideas, and you’d be crazy not to use them. Maybe you need to rethink some things. Maybe you need to take a different approach. But regardless, you must not give up on your dream. It’s much too important to let go.

  2. November 24, 2007 at 5:15 pm | #2

    I’ve been following this project since it became and I’m disapointed it’s come to this.

    I’d love to see you push forward with it. If there’s any help I can provide I’d be more than willing, I’ve used AGS quite a bit before so know how it works.

    I’m also a graphic artist if that helps in anyway.

    I don’t want to see it die.

  3. anonymous
    December 7, 2007 at 1:43 pm | #3

    i just wanted to say that you can’t not make this game.
    it looks (graphically) better than ANY commercial indy adventure game i’ve seen, and from the looks of it, most of the writing is also pretty good.
    you can’t drop the quality of the graphics. that is what makes this game so alluring. i haven’t played many adventure games comparable to monkey island 3 from a visual stand point. but sure is one i can compare. rise of the hidden sun without the current graphic style just wouldn’t be roths anymore. this is the kinda graphics adventure games need. please don’t throw it away.

    if games like the blackwell series and al emmo can be sold (which really doesn’t even come close to this game’s visual quality), then this can be sold for sure.
    i think you should drop the “freeware” idea, and make it commercial. you just have to.
    rather than going for the best “freeware adventure game”, why not aim for best “indy adventure game ever made”.
    at the moment, your already on track for that.

    i saw the new screenie you put in the ags critics lounge, and i have to say, that is a mistake in my opinion. the current style is just magical. and imo such a large part of adventure games is the visual environment you play in.

  4. anonymous
    December 7, 2007 at 1:50 pm | #4

    i also want to add, that a lot of people want to make the best freeware game ever made, but then that means other people basically have to do everything for them, for that to happen, usually the art and animation, which is really the most work in adventure games.
    there are a lot of these people who need other people to make the games for them. so, you have to keep their interest as well in the project, and that probably means money, which mean you’ll have to make it commercial.

  5. Matt
    December 8, 2007 at 1:39 pm | #5

    Sorry to hear about the troubles you’ve had with your various team members and in getting “Rise of the Hidden Sun” to our screens. I’ve been quietly following your progress and eagerly awaiting the day that I could play what looks to be a fantastic game in the making.

    However, I might offer you a piece of advice that I’m sure you’ve received a dozen times from other quarters … you may have bitten off more than you can chew. You describe the game as “epic” and it’s therefore unsurprising that it’s been so difficult for people to see it through to fruition.

    I don’t think you can be too hard on your internet team-mates. Most amateur gamers are exactly that – they’ll be working on the game in their free time, but have work and social lives and probably creative projects of their own that want their attention. It can become tiring and demoralizing for them to spend months or even years working on a project without it reaching completion. (Many amateur games are much smaller, simpler and only took a few months to create from start to finish.)

    And remember, as much as you think of it as a collaboration, it’s really YOUR dream they’re brining to life – you said you spent 8 months perfecting the story before starting work on the game. Naturally, no one else is going to be committed to the game as you.

    (None of this excuses the actions of your animator, who was willfully taking your money in return for substandard work. If he couldn’t work for you anymore, he should have come clean instantly.)

    Here’s a suggestion – try focusing on creating and releasing the first chapter of “Rise …” as part one of a series of short games that interlink to form a bigger story. This approach has worked very well for Dave Gilbert and the “Blackwell” series – he’s managed to COMMERCIALLY release two games in the series in the last two years, and both have high-quality graphics, music, story, gameplay etc.

    It might also help to collaborate more closely with your artists etc. on the project – allow them to have some influence on story or gameplay elements. The more they can invest themselves in the game, the more they’ll want to see it to completion as much as you.

  6. December 15, 2007 at 10:04 pm | #6

    I’m sad to hear that news, and it leaves a bitter taste of disappointment. Not in you, but in a situation.
    I’ve followed the progress of ROTHS from the very beginning, from your first articles in Adventure Gamers to our threads in the AGS forums. I was always a bit proud to see someone so ambituous, so determined. Reading you writing about your project was listening to a man talking about his beloved brainchild, and I was impressed at the quality of the game.
    I’m a bit nervous about the indie scene becoming more and more money-attracted, since I for myself would consider even working for a game that’s surely a work of art and love a great honour.
    Your presence and the sheer consistency of ROTHS has always cheered me up, and I hope you do not give up on that dream of yours. I hope one day you will finish that game, and I will finally see “the second biggest signpost”.

    Best of luck, and don’t let that drawback get you down!

  7. Mortis
    December 18, 2007 at 3:08 pm | #7

    Hey,

    Best of luck to you with your dream! Don’t give up, I’ve always felt the process you’ve gone through with RotHS is largely analogical with my own experience at making adventure games.

    Me, I’ve been planning, for the last five years or so, an AGS game based on a concept I know is absolutely kick-ass. I’ve done intensive amounts of research, planning and design into this – this includes reading your fantastic Adventure Architect articles – and tried to learn as much as I could from previous failed projects.

    The good thing is that apart from the concept, I’ve also got the perfect teammates selected, guys that I know extremely thoroughly both personality- and talent-wise.

    Excellent guys; Also very, very resistant to working with me. Whenever I try roping them to do some work with me it just doesn’t “work”. I don’t know what to do to make ‘em tick like I do… tick… I think this resembles your experience greatly. You know you got it, but why should anybody else care about that, really?

    Me and my pals, we’ll get one thing done, and the next thing I know they’ll be off working on their own projects. It is quite heartbreaking in a way, I mean, indie game projects are always more about the process than they are about the actual result and since I know I want to make a game with these chums… chums that I could easily call some of my best friends.

    What to do? Scale back and do it all myself? That would feel much like giving up when you know the concept itself is flawless and you know who you want to work with. This is again analogical with your game.

    When to scale back? Should one? That’s the question. I’m 100% sure you know the right answer, but I just wanted to give a heads up and tell you that you should never give up! ^_^

  8. December 30, 2007 at 9:43 am | #8

    Sorry to hear this. I read Adventure Architect column with great interest and looking at publishing date expected to play a game upon finishing reading.. sadly not so.

    One can see warning signs even if first pieces, though, when you start to consider sequels even before the first game is finished.

    But I love the art you came up with in the process, it would certainly give game a proper atmosphere. Same for the story, even though not so sure about the main character.

    Hope you finish it someday. Have a good year!

  9. March 2, 2008 at 8:45 pm | #9

    Why not keep it freeware and look for ad based revenue? An Ad-based model is a great hybrid to keeping some semblance of a bank account and still giving it to the fans.

  10. Bob Warseck
    April 8, 2008 at 4:04 pm | #10

    I am more than a little disappointed to see that things have slowed yet again (in fact, I didn’t find your April 1 posting very funny). You may notice that my last name is the same as your composer, Nick Warseck. Yes, I am his dad. And yes, I’ve been following this game for 20 years or however long it’s been going on. I keep hoping that things will pan out, as the score he’s put together for this project is some of his best early work. Please finish the game before I die.

  11. July 17, 2008 at 1:07 pm | #11

    Hi, Josh. I found a link to this article and it mirrors my early experiences in game development exactly! If I told you the number of artists I went through during the production of “The Blackwell Legacy” you’d laugh, and possibly feel a lot better.

    If you ever want to chat feel free to drop me a line.

  1. February 5, 2008 at 9:14 pm | #1

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