1988 began quite well, and the year just seemed to fly by. Marsha's new romantic relationship didn't quite pan out, nor did the one after it, but she was back in the game to stay and by the end of the year had a new steady boyfriend, Jeff, that seemed to suit her well enough that she often now sometimes spent nights at his home. Despite all odds, I found that I liked him and we got along well together.
He was a member of The Church and was a nudist at home, but always wore clothes when visiting our house. I just never could get into the whole nudism thing and my pasty white skin virtually never saw the sun, but I didn't begrudge anything that made someone else happy in their own life. Now that I was eating regular meals again I was also putting back on weight and was getting very self-conscious of that, but not quite enough to diet.
They stayed together for several years, but she never quite 'moved in' with him although her clothes were about evenly scattered between the two houses fairly quickly. She also sometimes 'forgot' what house she was in, and I got a good many looks at a very pretty naked Marsha walking down the hall or into the kitchen before she'd laugh and go put on a robe. I swear, sometimes I think she even did it on purpose!
Don't say it -- I was an idiot in those days!
This year also saw the genesis of my first and possibly favorite game 'series', and I owed it all to Olivia and Ashley. They were playing together one Friday night right after dinner and Marsha had gone out for the evening with Jeff. I was sitting in the living room rather low on ambition and reading a graphics manual while listening to the girls play. To my surprise their conversation seemed more and more interesting than my book and soon I was listening to them with fascination.
It seemed one of their dolls, "the Princess", needed to get on a horse and ride to get help for her father the King, but something was always going wrong, and some last piece she needed always remained missing. It was an elaborate story telling plot that the girls were concocting and the Princess had to do a great many quests and gather many necessary things first before she could actually ride off to save her father.
It all clicked to me at once. A graphic 'Quest' story that both boys and girls could enjoy that didn't involve much (if any) hacking and slaying of nasty monsters to complete. Solving riddles and getting helpful information from other game characters would be far more important than slaying dragons or leaving a battlefield covered with dead Orcs. By their bedtime, I had the entire storyline worked out in my head, and I started coding a rough modular outline of all of the individual quest steps. I worked all night long without a break until Marsha returned the next morning. She loved the new concept and, with the help of the girls, created a map for me that contained all of the locations that would be travelled to in the game, all the necessary 'clues' and important characters with the information essential to complete the different quest stages. Finally we ran everything by Olivia and Ashley to make sure that the game's plot pathing was all directly linear and easy enough for a child of eight to twelve to follow.
Now the serious programming began as I created a 3D modeled world, very rough but 'state of the art' for the time, and slowly the game took shape. The hardest part of course was the 3D graphics, the tools available to me were not that sophisticated and I soon began to grumble about wanting to create my own 'graphics engine' and manipulation tools instead.
The game took six months to code, and that only really covered about a third of our original plot outline. No matter, I had something done to show for my twelve to eighteen hours a day of programming during this time, and it was a game I was very, very proud of.
Marsha pulled out all of the stops and found a local artist to paint us a box cover and a pretty piece of fantasy art to be used for the advertising. I asked Marsha to create a 1/4 page ad proof for "Princess Quest", but the result was so pretty that we sent it out as an outrageously expensive full page ad for several of the new computer game magazines. This expense once again nearly bankrupted us and almost forced us into eating Ramen noodles once again, but if anyone cared they didn't mention it.
That done, I launched into another ten months of creating "Princess Quest II" that continued the next third of the story. I could have done it a bit faster except SVGA video (1024x768 with 256 colors and up to 2Mb of video memory) had been launched and I had to redo a big chunk of my modified graphics engine. Prettier and more beautiful is always better.
PQ-I was an overnight sensation, and probably broke all sales records for a 'self published' computer game. The industry reviews of the game were all fabulous, with the words 'genius' and 'truly unique' often repeated by each reviewer. We didn't win 'Game of the Year', or sell the most game boxes, but many folks wrote to us expressing their love for our game.
Our part-timers were soon back with us, and we were able to give our local printing shop in Lovett nearly all of the work they could handle for a few months just churning out game boxes, maps and the documentation booklet.
We started to get letters of inquiry from software distribution companies asking if we were interested in having a publication and distribution deal for retail stores. I wasn't sure, but Marsha thought that the days of self-publishing software were pretty much over. It was decided that we would split the difference. We continue to design and print the game materials (to help keep our local print shop in business) but we would allow PQ-II to be distributed solely via normal retail channels and 'see what happens'. We would make much less money per box, but maybe we'd sell a whole lot more boxes. Lower Gross but maybe high Net profits, and that is exactly what happened. PQ-II sold over ten times as many boxes as the original had done.