Update 3: Linux is now confirmed for Hero-U and we will be doing an interview!
Another kickstart by some old school game developers, this time Corey and Lori Cole, the people behind the brilliant Quest for Glory series.

QuoteHero-U is a turn-based RPG with adventure game puzzles and immersive story, by the award-winning designers of Quest for Glory.
Its a totally 2D game and as the quote says turn based game and although they are using the Unity engine to make the game they placing Linux on a (yet to be announced) stretch goal, which by now I find silly to do, especially if your using Unity.
Some you may have missed, popular articles from the last month:
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Hi everyone. Yes, we will be supporting Linux, and I will handle the port personally. My reputation is on the line, and it will be a solid port.
However, I want to correct a misunderstanding here. Putting out a Linux build (or any other port) of our game is not a matter of flicking a switch and saying, "Compile for Linux". I have done a lot of ports in my career, and they *never* work the first time. There is always testing and tweaking - and sometimes, major fixes - to be made.
Porting a game requires time to build it, the expense of having several systems with different versions (in this case, Linux distros), a lot of testing time, and likely several iterations of fixing bugs, rebuilding, and retesting. Several Linux aficionados have offered to help test the Linux builds. That will be great, but will also take time to communicate, send out builds, and work through the bug lists. The time isn't wasted - I'm sure most of the bugs will apply to the Windows and Mac builds as well.
But please don't assume a developer can just "push a magic button" and distribute a game to Linux at no cost. If they're doing that, they're cheating you by sending you and untested build that will probably have issues. Unity is a great start towards building Linux products, but it isn't a magic wand.
However, I want to correct a misunderstanding here. Putting out a Linux build (or any other port) of our game is not a matter of flicking a switch and saying, "Compile for Linux". I have done a lot of ports in my career, and they *never* work the first time. There is always testing and tweaking - and sometimes, major fixes - to be made.
Porting a game requires time to build it, the expense of having several systems with different versions (in this case, Linux distros), a lot of testing time, and likely several iterations of fixing bugs, rebuilding, and retesting. Several Linux aficionados have offered to help test the Linux builds. That will be great, but will also take time to communicate, send out builds, and work through the bug lists. The time isn't wasted - I'm sure most of the bugs will apply to the Windows and Mac builds as well.
But please don't assume a developer can just "push a magic button" and distribute a game to Linux at no cost. If they're doing that, they're cheating you by sending you and untested build that will probably have issues. Unity is a great start towards building Linux products, but it isn't a magic wand.
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The [URL='http://www.hero-u.net']website[/URL] has been completely revamped, do check it out!
With the campaign coming to a close, if you've been pledgecrastinating, it's now or never folks.
With the campaign coming to a close, if you've been pledgecrastinating, it's now or never folks.
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http://www.kickstarter.com/projects/1878147873/hero-u-rogue-to-redemption/posts/391697
latest news make me go a bit hmmmmmm
only 9k over the 400k..... that remark makes me wonder.....
latest news make me go a bit hmmmmmm
Two of our team members have decided to reduce their involvement in the project for personal and financial reasons. Because we barely scraped by with $9,000 over our minimum goal, we were not able to pay for full-time work to any of our contractors. In fact, my current projections show Hero-U: Rogue to Redemption running at a $50,000 loss, mostly because I underestimated the cost of fulfilling all of the premiums. This includes the art time needed to customize Yearbook pictures, paintings, and statues, so that's good for the artists. But we also need to get all the game art assets, so the premium reward art is an additional expense to the project as a whole.
As a result, all of our team members are working on other projects simultaneously with Hero-U. Andrew Goulding and Eriq Chang have full-time commitments on other projects, and decided that 60-hour weeks before we even start Crunch Mode are more than they can handle. They will continue to work on specific pieces of Hero-U, but will not take part in the main development effort. Andrew is graciously allowing us to continue using his MacGuffin's Curse engine under the Hero-U code, so we still have that strong head start on development.
only 9k over the 400k..... that remark makes me wonder.....
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