Afterlife: Rickard's Quest version 1.12

News and updates about Afterlife: Rickard's Quest - please post any version-specific feedback, thoughts, comments, suggestions, ideas or bug-reports in the appropriate (or latest) release thread here!
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Ryan
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Afterlife: Rickard's Quest version 1.12

Post by Ryan » March 4th, 2016, 3:05 pm

Hello! So, because releasing updates to 12-year-old games is cool, Afterlife: Rickard's Quest version 1.12 is now available to download, with some fairly large changes, as well as some fixes to a few bugs (including one issue that could cause the game to crash under some circumstances).

The biggest feature update is that game replays are now recorded automatically, and finally record the full length of the Act, rather than just a segment of it, which is definitely much more useful. Replay recording can be turned off in the game options, and both replays and custom Acts made with the Act Editor can now be saved to the Windows "Documents" folder instead of the local game folder, which is particularly useful for those whose Windows setup virtualizes game folders and hides your files away in a hidden user-directory.

As well as new features, this version makes some gameplay changes: the time limit for an Act is now just 7:00 (rather than 13:00 as before); collecting all balloons in an Act now only gives one additional Heart, but does so regardless of whether Rickard's balloon has already taken damage (so it's no longer strategically necessary to leave one balloon until needed); and there are no longer any Aspect powers in Realms for which the Crux has been collected.

Overall, this means that the game's difficulty is probably slightly higher with this release (which I know will please some of you who preferred the super-hard difficulty of the early versions!), but hopefully balances the early parts of the game better with the later parts of the game (which I think could be a little easy before, especially due to the Aspect powers).

Full details are available as usual at the game's history page, and of course the update can be downloaded at the usual place.

And as always, please feel welcome to post any further comments/questions/suggestions below.

Have fun! :)

Ryan

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Re: Afterlife: Rickard's Quest version 1.12

Post by Oxens » March 4th, 2016, 9:26 pm

So cool news =) :applause: :applause: :applause:
The complex is now the game has become even more difficult. It sounds scary , but it is very interesting to try :rubchin:
There is one question: do you plan creation Afterlife 4? :D

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Re: Afterlife: Rickard's Quest version 1.12

Post by Ryan » March 5th, 2016, 8:28 am

Oxens wrote:There is one question: do you plan creation Afterlife 4? :D
Haha, I'm rather busy working on Evowok Breeder at the moment, but after that? Well, we'll see... ;)

Ryan

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Re: Afterlife: Rickard's Quest version 1.12

Post by Grave_mire » April 12th, 2016, 12:12 pm

Triple facepalm

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What were the aspect powers?

Post by C3K Software » August 2nd, 2019, 4:10 am

And why were they removed from the game? :wtf:

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Re: What were the aspect powers?

Post by Ryan » August 2nd, 2019, 3:00 pm

Ah, aspect powers in the first Afterlife were superpowers available in older versions of the game when Rickard had collected the Crux for a Realm (much like the aspect powers received from Aspect Crowns in Afterlife 2 & Afterlife 3).

They were removed largely because they often made completion/perfection of the remaining Acts for the Realm a bit too easy once the Crux had been found, but didn't really add much to the game otherwise.

Ryan

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Re: What were the aspect powers?

Post by C3K Software » August 4th, 2019, 3:53 pm

Damn.. too bad! :(
Some of the cruciforms are hard to find, and it would be like a reward for the hunting, or somethin like that
But its cool that you work hard on the game and stuff.

I have one more question...
I looked at an archived version of your site, and it had orbital snake II on it, what mystery has happened there? Did the snake get lost in space? I am just interested :) There were also some of your older games too

But alas, i'd like to say that Afterlife truly is an example of a game done great. So much content, and so fun to play. Would you be interested in an interview perhaps? I'd host it on my site :tophat:

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Re: What were the aspect powers?

Post by Ryan » August 5th, 2019, 3:35 pm

C3K Software wrote:
August 4th, 2019, 3:53 pm
I looked at an archived version of your site, and it had orbital snake II on it, what mystery has happened there? Did the snake get lost in space? I am just interested :) There were also some of your older games too
Haha, yep, I made quite a few other games many years ago, most of which are probably best left firmly in the past. ;)

As for Orbital Snake, yes, there was a previous incarnation of the game, which had a sequel. The current Orbital Snake is a completely rewritten remake which (hopefully) encapsulates the best of both of the original games.
C3K Software wrote:
August 4th, 2019, 3:53 pm
But alas, i'd like to say that Afterlife truly is an example of a game done great. So much content, and so fun to play.
Thank you! That's always really nice to hear. :)
C3K Software wrote:
August 4th, 2019, 3:53 pm
Would you be interested in an interview perhaps? I'd host it on my site :tophat:
Well, sure, I guess I'd be happy to answer some questions. By all means drop me an email if you'd like. :)

Ryan

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Re: What were the aspect powers?

Post by C3K Software » August 15th, 2019, 3:21 pm

sent the questions! awaiting response

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