...wow, maybe I should just stop coming to the board for a few years. I leave for 2 months and miss out on a possible rebirth of the game...if I come back after a few years, I'll probably find a full game patched to version 2.7, Hero7 version 1.7 already complete and out, and a forum clamoring for the half-completed Hero8 they just got their third demo on :-P...
I've played one of the demos, and it only showcased the artwork and a tiny bit of the adventuring element / engine. Good to do, but it didn't have any of the combat mechanics in it.
I think that perhaps two different types of demos would be needed: one to showcase the adventuring elements like previous demos (a "traditional demo"), and one to both showcase AND test the Stats/combat mechanics (a "test demo"). Essentially, this demo would have only one scene, where the hero gets to train a few select stats (player gets to pick what and how many times for each), and then after a chosen number of "trainings", a monster or obstacle is scripted to appear, and the character sees how well they did. Characters get to see their stats and decide if they're satisfied before the test occurs, and can restart if they're not happy.
The test demo would serve multiple purposes: 1) to show users that we're serious about creating an actual QFG-style game, not just a standard adventure game that looks like qfg (QFG 5 1/2, I'm looking at you and your broken "stats" system), 2) To have willing alpha/beta testers post what they liked about progress and what needs improvement ("I lifted those barbells 20 times and my strength only went up 2 points?? WTF, cut us some slack!"), and 3) It serves to tide over people for far longer then the traditional demos as it introduces replayability into the mix ("Alright, let's see if I can pick that lock with just 1 point in Pick Locks!"). An additional advantage over a traditional demo is that it won't necessarily reveal actual plot elements: you can create "alpha beast" for the demo only, then not include him in the game at all (or as an obvious easter egg somewhere
I am a Beginning Programmer (simple C++, simple Java, PL/SQL, simple Shellscripting), and I do realize the actual demo would take months to make, but it seems to me like the basic formula for these would be as follows:
1) Start demo with preset stats (Advanced: allow player to choose a class, and have different stat-sets for each). Test no more then 5 stats at a time. Ask the player if they'd like to log or not to log this game.
2) Have stat-building objects that the player can interact with around the one scene. Have the code for stat advancement set up, and allow the players to check their stats with a single key-press at any time.
3) Have a counter keep track of how many times the character has used any skill building object, and a script that logs how many times they used each object and how many skill points they received in total.
4) After a set number of times, have a scripted event that makes use of most/all of the skills given (combat, an obstacle test, etc) that the player must overcome (advanced: have the actual combat system in the game and log what buttons the player used so you can eliminate unused buttons and/or balance out overused buttons).
5) After the skill challenge is done, if they were logging, ask the player to forward the log file to an email address for testing purposes, and to post their comments on a specially prepared forum topic so the dev team can get feedback.
The first one would undoubtedly be hard to make since you're starting from scratch, but after that, if you want to save time, almost half of the demo can be saved and reused. In fact, if you want the community to have an active role, you can take user feedback, tweak the demo to match, then re-release it as "version 2/3/pi/etc" until you've got each stat-component nice and shiny.
Now since I don't want to double-post, I'm going to make this a very long message and simply add in what I think to be a VERY VERY important element for the plot and story writing: humor. Every single QFG game had some elements of humor to them somewhere, a bit of light-heartedness that was uplifting even when the game itself was extremely depressing as a whole (QFG3 and the Monkey village, QFG4 and Punny Bones, etc). Humor, however, is somewhat difficult to come across when you're actually TRYING to be funny (example: Every "modern" Leisure Suit Larry game that's been released thus far), so finding and keeping someone who has a humorous bent should be a top priority if you want to retain the real QFG feel. Hard to do, and I'm not sure where to begin with something like that, but it's definitely a priority if you're going to start over.
Though I AM glad to hear that the original game is alive again...! Here's hoping that we can see it through this time!