I would love it if any findings you make gets documented on the new Wiki.
I shall indeed.
I'm trying to sketch out a timeline for 1984-1985, using several different sources. One of those is old magazine articles. I'd already seen the following one in the past, but I've realised that it provides a rough starting date for when the King's Quest 2 development started:
https://www.atarimagazines.com/rom/issue8/interview.phphttps://archive.org/details/ROM_Magazine_v1i8/page/n7/mode/2upWhile her husband runs the company as President and Chief Executive Officer, Roberta works as Product Development and Creative Director with input into all the creative areas of the company. In addition, she designs her own games. I was able to talk with her on August 13th and had quite an enjoyable interview which was as follows.
This bit above mentions that the interview happened on the 13th August 1984, which is a very useful fact for a game historian to discover, as quite often articles like this don't mention the interview date. The magazine issue is allegedly the October/November 1984 issue, which highlights how often the "news" in these old magazines can be a few month's out of date already.
With this date in mind, what does Roberta say?
Q. What game are you working on at this time?
A. I'm just finishing up "Mickey's Space Adventure" as we now have Disney products. It doesn't look like King's Quest, its like the old style adventure game, but it will have some animation in it.
Q. Have you ever thought of writing a sequel to any of your games'?
A. Yes, because this week I'll be starting on the sequel to King's Quest.
This article therefore takes place at a very interesting moment. The 13th August 1984 was a Monday. Roberta says that she is just finishing off the Mickey's Space Adventure Disney game, and that that very week she would be starting on the sequel to King's Quest, i.e. KQ2.
So there we have it. The KQ2 development began mid-August 1984. The game was released in May 1985.
Worth noting that when Roberta says that she was finishing off the Mickey's Space Adventure game, I assume that this would be from a design/story perspective. The devs were probably still hard at work. It wasn't released until December 1984. - So it is also likely then that Roberta starting on KQ2 that week mid-August was also from a design/story perspective and that the artists, coders, etc. didn't begin work on KQ2 development until later in the year.
This is the official KQ2 team in the credits from the original release of KQ2:
Designed & Written by: Roberta Williams
Game Logic: Ken Williams, Sol Ackerman, Chris Iden
Programming: Jeff Stephenson, Chris Iden
Scenery: Doug MacNeill
Animation: Mark Crowe
Music: Al Lowe
"Programming" in this context, given the "Game Logic" distinction on the line above, would refer to the development of the AGI interpreter, in fact the very first AGI interpreter in this case, i.e. AGI V1. - GAL was something very similar but was different enough that these days we tend to refer to it as GAL rather than AGI V0. When you think about it, the fact that AGI V1 is numbered with a version 1 number is quite a good indicator that they considered it the first version of AGI as well. We don't often see versioning for released things start at 0. Perhaps GAL was considered a kind of prototype that they learnt from and then rebuilt it the way they needed it to be going forward.
I can just imagine Jeff Stephenson, in his one man effort to port the GAL engine to the Apple IIe/IIc in mid 1984 (to support the Apple II version of King's Quest), thinking to himself that things could be done in a better way, a more portable way, and maybe that experience is what prompted the rewrite that produced AGI V1 in time for KQ2.