Dave's Quest Demo

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Dave's Quest Demo

Dave's Quest Demo Title Screen

Release Date: Jan. 16, 2001
Project Status: Abandoned
Developer(s): Template:David Smith
Publisher: Template:David Smith
Designer(s): Template:David Smith
Source Available:  No
Category: Demo
Type: {{{Type}}}
Genre: Adventure
Theme(s): {{{Theme}}}
Engine: AGI2
CP Scheme: {{{CopyProtection}}}
ESRB Rating: {{{ESRBRating}}}
Platform: MS-DOS
Localization: English
Website: http://eds.org/~david/agi/dquest/ (web archive)


Dave's Quest uses interpreter version 2.917.


DavesQuestDemoSS1.png DavesQuestDemoSS2.png


The Premise

Dave's love life has gone the way of the dodo... Dave's grades have gone the way of the dodo... And if he doesn't pay the two thugs the money he owes them, he will go the way of the dodo!

College was supposed to be the best experience of his life. He was supposed to party, get women, watch TV and play video games. But things didn't turn out exactly the way he intended. In this game, you are Dave, a college student whose life begins to fall apart as several different issues begin to creep up on him all at once. After nearly four years, you are unable to find a girlfriend. This difficultly has led to a drop in grades... which could lead to a dismissal from school. To top it all off, you owe two thugs twenty thousand dollars. Kind of ironic that your grades suck so bad since it was the money you now owe that you used to pay your tuition. Now, time is running out and all the situations must be resolved, or life could get really nasty...

- David Smith


Dave's Quest began simply as a kind of test to see how well I could program AGI. I'd loved AGI for years (since 1985), and now I was very excited to find the AGI community back in January 1998. So, I began by drawing the apartment I currently lived in. Eventually, I started making more and more of my life around me. Eventually, I decided, why not make a game out of it. I took pieces of my life to help construct a story. (No, my grades don't suck that bad, and I don't owe two thugs money, unless you consider my parents thugs. Do I need a girlfriend? Maybe). The game then all started falling in to place.

As I made the game, I knew that making the game as non-linear as possible was important to me. Although I really liked AGI games, I found that most of them really required a very set path that couldn't be deviated from. SQ1 and 2 are really guilty of this. I tended more towards games like KQ1 and QFG1 where different missions could be solved in different orders, and on top of that, make as many solutions to each puzzle as possible, consequently leading to different endings. Choice became very important. So, Dave's Quest will have different possibilities for each quest, with different consequences. That's kind of how my real life is! Of course, there must ultimately be a certain flow to the game, which will become apparent.

- David Smith



  • No walkthrough available.

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