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.
At last I could quit my 'day job' for good, and I bought Marsha a new car to replace the one she had sacrificed to keep the company afloat when times were hard. For the first time we now had money to go along with our ideas for company growth.
Now we were no longer worried about rent and grocery money, the question started to emerge about what to do with all of this money that was coming in now faster than we could spend it. I bought the house we had been renting for all of these years and dropped a chunk into getting her all fixed up like a proper Victorian painted lady. The small cellar was enlarged to become my main office and programming area for all of my computers. I now had about six and was adding new ones as fast as Compaq could release a newer and faster model. Besides the car I'd bought Marsha, I'd even bought one for myself, a midsized 4WD SUV to handle the piss poor local County roads that could become dangerous quickly in bad weather.
I dutifully started work on PQ-III but the game was really becoming larger than I could now handle alone. I really now needed some programming assistance, but none of the kids locally had the necessary skills as the local high school just had a few tired Apple's and an old 286 computer. As a gift from Marsha and myself jointly, we bought a dozen good Compaq 386/25's for the high school to establish a computer training lab and after-school computer club, and we donated another group of cheaper 386/20's to both the local elementary and middle School so that the youngsters could have an early start at gaining some computer skills.
This was undoubtedly the best money we ever spent. It didn't pay off immediate returns of course, but it set the stage for Lovett to eventually become one of the most 'wired' towns in the country. For help now, I would have to look elsewhere.
We placed a small help wanted ad around some of the bigger BBS's (sort of the popular public precursor to the Internet - local computer 'Bulletin Boards' where a few users with modems could log in at one time and chat, share files or leave messages for each other). Nearly overnight we started to get resumes from all over the country. We picked out the three best and paid for them to travel down and visit us, and picked two of them to join us as full time employees. Money was relatively unimportant to these newcomers, they just wanted to be able to 'create'. We gave them the opportunity for both.
Dennis, the older of the two, was a better analytical coder than I was and soon handled the lions share of the main programming. He followed my notes for exactly how I wanted the games code modules set up and 99% of the timed churned out exactly what I wanted. The other 1% of the time he usually came up with something better. He was young and barely out of college, tall and extremely thin and wasn't especially sociable; he just lived to code. When he started to 'discover girls', especially the cute, very underdressed ones we had no shortage of here locally, his social skills and manners began to improve.
Clyde, called "Barker" by everyone, was a short roly-poly and flamboyantly happy kid straight out of high school that seemed to be a graphics genius, and instantly had dozens of ideas on how to improve our limited and rather basic graphics design tools. It was too late to change much of PQ-III, but I bought a couple of huge chalkboards for the walls of the basement and we started to plan out what we could do differently for PQ-IV. Barker, despite his youth and lack of an impressive male physique, was a natural babe magnet and soon developed an outrageous and very full social life. He didn't work the insane hours that Dennis and I tended to put in, but his work somehow got 'done' right when it had to be. What more can you ask?