Author Topic: Gemini Rue - Coming Feb 24, 2011 under Wadjet Eye Games!  (Read 92381 times)  Share 

Re: Boryokudan Rue
« Reply #40 on: 10 Jan 2009, 09:12 »
Oh wow, this looks great. Lookin' forward to playing this when its out.

Re: Boryokudan Rue - Update 2/5/09
« Reply #41 on: 06 Feb 2009, 02:26 »
*New screenshot + bump in first post*

Something about the story goes here:


Project is still alive and well and rolling along. And thanks to everyone for the positive feedback so far!

ThreeOhFour

  • Order of the Maggot
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  • ThreeOhFour worked on a game that was nominated for an AGS Award!ThreeOhFour worked on a game that won an AGS Award!
Re: Boryokudan Rue - Update 2/5/09
« Reply #42 on: 06 Feb 2009, 02:41 »
The old screenshots are great. The new screenshot is great.

It's all great, basically  :=

Oh, and interesting speech portrait style!

Re: Boryokudan Rue - Update 2/5/09
« Reply #43 on: 06 Feb 2009, 07:13 »
Great to see this is still on track!
The new screenshot looks brilliant!

This is definatly a game I will be playing when it comes out! ;D.
Also looking forward to see what the "never to be explained" non-standard adventure-game play is! :P.
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i've been working on something for over 7 months now, you will definitely play something from me

Re: Boryokudan Rue - Update 2/5/09
« Reply #44 on: 17 Feb 2009, 01:10 »
I suppose it's my turn to tease people:

http://www.nathanallenpinard.com/music/BR-Room1.mp3

Re: Boryokudan Rue - Update 2/5/09
« Reply #45 on: 17 Feb 2009, 11:26 »
Ooh very stylish. I like it :D

Re: Boryokudan Rue - Update 2/5/09
« Reply #46 on: 17 Feb 2009, 13:14 »
Reminds me of the Blade Runner music by Vangelis. Which is by no means a bad thing! The whole project is looking great!
 

Re: Boryokudan Rue - Update 2/5/09
« Reply #47 on: 17 Feb 2009, 13:24 »
After being very impressed by the screenshots and of course the underlying game (idea), I assembled a desktop wallpaper:


Full Resolution

Looking forward to see,hear and play more; it reminds of "Innocent until caught", "Beneath a Steel Sky" and "Guilty".

« Last Edit: 19 Feb 2009, 09:13 by vial »

Buckethead

  • No m8...
Re: Boryokudan Rue - Update 2/5/09
« Reply #48 on: 17 Feb 2009, 14:01 »
The new screen is really sweet.  :D

Re: Boryokudan Rue - Update 2/5/09
« Reply #49 on: 13 Mar 2009, 23:17 »
Sound Design Update:

I've been working on the sound design for BR for about a week now. Mainly writing down what should go where. As we're adding more and more sounds, this game is starting to sound alive. In due time, we'll be adding music as well, which will hopefully have a cinematic feel to it.

I'm confident when this is done, you will all be very pleased with this project. I know I'm having fun!

Nikolas

  • just me in awful resolution
Re: Boryokudan Rue - Update 2/5/09
« Reply #50 on: 14 Mar 2009, 09:10 »
Nathan, I KNOW you'll be doing some bad a$$ job! And I guess you're having fun, I'm always having fun with computer games, especially games that seem SO AWESOME as this one does! ;)

Take care bud... Hope to catch you on Skype at some point...

(BTW, Just one question for comparison purposes. Could you spare the details on how many sfx you have per room (average), cause I think I'm slightly overdoing it...  :-[)

Re: Boryokudan Rue - Update 2/5/09
« Reply #51 on: 14 Mar 2009, 21:58 »
Well, every single room I've assigned some kind of room ambiance, because I hate it when there is no ambiance. Darkfall (by a dev in your country btw) has nothing but music in their game ambiance wise, and that's something that really seems unfinished to me.

After that I pretty much have a sound for almost everything planned. Whether JBurger wants to spend the time programming that in is up to him.

I don't think there really is "over doing it" even with nostalgic games.

Let me give you an example:

In that first scene with the rain, I have a loopable rain "track" that pretty much plays like music. The rain track also has a few things added to it within the track to give a bit more life, like a siren in the distance. I also gave 2 other varieties of rain, so when switching room it feels like your moving. One which was designed with heavy rain, and one which is light.

After that I have the terminal there in the picture make sounds when clicking buttons, as well as a voice over that will talk to you (as if it was the computer) that happens throughout the game. Then I have a sound when you try to open certain things and they do, or do not open, both have sounds.

I hope that makes sense. I don't think your overdoing it.


And I don't think I have you on skype. Mine is sonrise03 (id)


EDIT: I probably won't do footsteps, but we'll see.
« Last Edit: 14 Mar 2009, 23:38 by Nathan Allen Pinard »

Re: Boryokudan Rue - Update 2/5/09
« Reply #52 on: 06 Jul 2009, 21:35 »
Just letting everyone know this is going. I've been working on the sound and music, but slowly. So the delay of this release is entirely my fault :P

Nikolas

  • just me in awful resolution
Re: Boryokudan Rue - Update 2/5/09
« Reply #53 on: 07 Jul 2009, 14:00 »
Just letting everyone know this is going. I've been working on the sound and music, but slowly. So the delay of this release is entirely my fault :P
Shame on you!  :P

The top quality of this game will forgive any delay...

Rincewind

  • It's just a ride.
Re: Boryokudan Rue - Update 2/5/09
« Reply #54 on: 08 Jul 2009, 21:57 »
Agreed, this looks absolutely awesome - Sci-fi and film noir? Parallel storylines? Count me in!
And the music teaser does indeed sound very Vangelis/Blade Runner-ish, but I love that, and the tune sounds great, so I couldn't be more excited about this! Really looking forward to the finished game! :)
olgarsson.wordpress.com - Comics, drawings, words and adventure games. (In Swedish)

Re: Boryokudan Rue - Update 2/5/09
« Reply #55 on: 19 Nov 2009, 00:04 »
In case you missed it over here, there is an article up on a Hardy Dev's blog about Boryokudan Rue with exclusive(!) screenshots: http://hardydev.com/2009/11/18/visually-directing-the-player/

Edit: Also updated the first post with more information as the game nears completion.
« Last Edit: 19 Nov 2009, 00:12 by TheJBurger »

Re: Boryokudan Rue - Update 2/5/09
« Reply #56 on: 19 Nov 2009, 00:44 »
The screenies are awesome, and - to be honest - this is the AGS project I'm currently most anticipating. Wish you well with further development.

General_Knox

  • Storm Behind The Badge
Re: Boryokudan Rue - Update 11/18/09
« Reply #57 on: 19 Nov 2009, 03:03 »
Wow very nice!!

Cant wait to play it :)
--All that is necessary for evil to triumph is for good men to do nothing.

Re: Boryokudan Rue - Update 11/18/09
« Reply #58 on: 28 Dec 2009, 14:48 »
The graphics look impressive, and the story sounds interesting too. Can't wait to play this.

Re: Boryokudan Rue - Update 11/18/09
« Reply #59 on: 30 Dec 2009, 03:53 »
Hey everybody,

IndieGames.com has some very nice things to say about Boryokudan Rue in their "10 Indie Games to Watch Out For in 2010."

In particular, the author says:
Quote
This is just insanely brilliant adventure gaming. The story contains some of the best plot and dialogue I've seen in a good while, and the hand-painting scenes look gorgeous. In addition to the traditional point-and-clicking, there are also action scenes which require timing and precision. There's a 'kick' verb too! Adventure gaming fans need to keep this one in their radar.
« Last Edit: 30 Dec 2009, 03:58 by TheJBurger »