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News:
27th Mar 2004
Due to popular demand, I've added a walkthrough. (Damn kids these days, want everything done for 'em...)
25th Feb 2004
The Speech Pack is now ready to download. Put it in the directory where you installed DuzzQuest.
19th Feb 2004
After some severe nagging from Tim, DuzzQuest has been released. It's pretty big, so I hope RMIT doesn't get pissed off cause I'm eating up their bandwidth.
The speech pack will be ready in just a couple of days.
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Synopsis
Join Duzz in this glorified n00bie test game, as he goes on a fantastic journey of tragedy, adventure, and monotony.
Duzz Quest is a once in a lifetime experience for all the family.
Huzzah for Duzz Quest. Yeah!
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Features:
- One and a Half years in the making
- 16bit color
- Sometimes 320x240, sometimes 640x480 resolution.
- 12 characters
- 20 playable rooms
- An INTENSE action sequence
- 540 spoken lines of dialog
- Original music by The Midnight Express, and Mr. Clean.
- Craptacular in every sense of the word
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History/Explanation/Disclaimer:
DuzzQuest was started to try out this program I'd found on the internet, called Adventure
Game Studio. I used a picture I had of my back yard, and put it in the program, making the default character, Roger, walk around. I was all like "Cool! I can walk around my back yard, like those old sierra games I used to love", so I showed Tim, and he was also all like "Cool! You can walk around your back yard, like those old sierra games you used to love", and it was coool.
So then I added some stuff to it, and then some more stuff, and it became DuzzQuest, and it was cool. People said I walked funny in it, but "Bah!" I said. "Humbug!" I said. "That's what they told Picasso!" I said.
Still more things I added, and still more things, bits and pieces, odds and ends, one day a room, the next a plot element, sometimes deluding myself that it would be a decent, playable game, other times just experimenting with AGS. I added a lot of things just temporarily, but never did I remove any of them. And the result is a hodgepodge of meandering, aimless plot, nonsensical, gameplay, and schizophrenic graphic resolution.
There's a story (however banal), behind every little thing in DuzzQuest, from Bampton's Rescue Remedy to Tim's terrible secret. I doubt anyone but me will understand all the references, but it is MY egotistic adventure after all.
Any bugs, typos or spelling errors you may encounter were left in intentionally to add to the general ambience of un professionalism, any lack in speech quality is the fault of Stu's 21st party, and any offence taken at lewd verbalisations of the word kumquat rests entirely on the heads of Helen Clark and Katie Ward.
enjoy.
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