KQ8: town crier


Mark Seibert: Producer

Mark Seibert started with Sierra about 10 years ago editing music on King's Quest IV. Since that time, he's been a composer of music for many games, including King's Quest, Police Quest, Space Quest, and Quest for Glory series installments, plus Conquest of Camelot, Conquest of the Longbow, and many others!

Later he became music director for Sierra and held that position for several years, until he landed the coveted role of producer. In this new position, he has produced titles such as Pepper's Adventures, Yserbius, Phantasmagoria, King's Quest VII, Torin's Passage, Larry 7, and is currently working on King's Quest: Mask of Eternity.

While much of his time is consumed with the job of producing, he still finds time to write music. While Phantasmagoria was the last project for which he created most of the music, you'll still find a few musical pieces by him in each game he produces.

Mark has kept a journal of Mask of Eternity's development and is pleased to share it with the rest of the world.  Don't forget to check out the archives -- the entries offer incredible insight into the world of computer game design!

Monday, June 22, 1998

It's been awhile since my last progress report. The game is really starting to look good, and we're heading into the home stretch as far as development goes. That's why this will probably be my last progress report. The design is complete, the technical issues have been mostly resolved, we're down to just doing it, and I don't want to take my attention off of the most important thing...Making a great game!

So what have we done, and what can you expect? Most of the engine issues are resolved, or are very close to being resolved. Here's what we have been adding and tweaking:

Real shadows - Not just some blob of color below the character, this is a shadow that is generated on the fly from the actual character moving. These shadows can be turned on separately for Connor, the characters, the monsters, and the objects (Depending on your machine speed).

Dynamic Lighting - Lights in the world effect the characters, the objects, the terrain, and the buildings around them. This has created a lot of great moodiness in the worlds. In addition, these lights can move around, flicker, and can effect distant objects causing light pooling effects.

Translucency - We added this effect to water, magical items and effects, spirits, glass, etc. All of these translucent objects can have their opacity set to optimize their appearance in the world.

Monster AI - Yes, it's been controversial. King's Quest: Mask of Eternity will be the first King's Quest that has an element of real-time combat. Remember King's Quest VI? Wouldn't it have been fun if you could have participated more in the final sword fight ? Well now you will! Don't worry though, this is not a combat game, it's just one of the many parts of the game that make it fun. We have included 3 difficulty levels for combat: Easy (For those who might have difficulty with fighting), Normal (The way we think it should be) , and Hard (For those who are gluttons for punishment).

3D - It's a whole New World out there. You're no longer stuck moving from picture to picture. You move Connor and the camera where you want, when you want. There's never been a more open explorative game.

Adventure - Yes, this is what it's all about! King's Quest has always been an adventure, and King's Quest: Mask of Eternity will be the biggest and longest King's Quest to date. The seven worlds are huge. Exploration is a major factor. A map for each world uncovers as you explore every road, house, cave, and structure. As you explore , you'll meet over 50 characters to talk to, dozens of creatures to fight, and a plethora of puzzles to solve.

Story, Story, Story! - Roberta has always been a great storyteller, and she won't disappoint with this new episode in the King's Quest saga. As in all King's Quest's you will discover a story steeped in myth and lore, ancient civilizations, and characters from legends of old.

Well, as you can tell, we're all very excited about this game. It feels very new and fresh. We can't wait to get this done and out for you to play. So, with no further ado, I'm going to get back to work and try to get this thing done!

-- Mark Seibert, Mask of Eternity Producer


For previous progress reports, check out The Archives.