Yeah, I've checked the numbers and it seems like they might have a fighting chance. There's only 60 some hours to go right now, but they're finally getting within striking distance and only have around 80K to go.
If anyone reading this has been on the fence about the project, here's something that you may find interesting, it's about with the Coles talking about the sort of immersive, lifelike world they want to try and create in the game:
There are a lot of "black and white" games out there. They give the players two paths – good or evil, etc. That's an improvement over making the player sit through a linear, non-branching story.
But we can do better. Yes/No, Either/Or, Binary pathing is so last century! It's also not the way life works.
Quest for Glory broke the mold of D&D-style games by eliminating experience levels. Instead, players gradually improved each of their skills through practice. In Hero-U, we are doing the same thing for character relationships. All of your actions during the game will affect how others see you, and how they react in turn.
No two players are likely to see the exact same story in Hero-U. Each player will forge their own relationships, and choose where to spend their time. The subtle connection between these decisions will affect many aspects of game play.
This won't as simple as "You're a Thief" or "You're a Rogue Hero." The game – like real life – will be much more complex and layered. Shades of grey mean something in Hero-U: Rogue to Redemption.
Let's say for instance you've been friendly to one of the other students. Maybe that student saw you in the hallway after curfew, but she'll keep quiet about it. Or maybe she'll mention a useful book in the library. If things work out, maybe you can develop a romantic relationship.
Of course, the opposite is true too. Maybe someone else is jealous of that budding relationship, and decides to make you look bad. There are a lot of ways for a Rogue to find revenge. Maybe one of your teachers will stand up for you, or maybe everyone will hang you out to dry. Everything you do in the game will affect someone's attitude towards you, positively, negatively, or sideways. That would be the case when a plot element hinges on your actions, and a character decides you might be useful to them... or not.