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Author Topic: He Watches  (Read 39991 times)

WHAM

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He Watches
« on: 17 Jun 2011, 22:03 »



*-------------------------------------------------------------------------------------*

- Update 31st of July 2016 -

Just wanted to post a final update in the thread now that I remembered...

He Watches as it was originally designed is no more, as folks might have guessed from the fact that the thread has been dead for ages. Due to some technical fuckery I managed to wipe most of the game's data AND the backups in one fell swoop a couple of years ago and never recovered the energy to rebuild the game. What art assets I still have (some 550+ images including character sprites, backgrounds, UI elements and other visual effects) I might reuse as part of a smaller game project some day. In all honesty I feel that the game as I envisioned it was far too big and complex to be a one-man project, so despite my enthusiasm and early progress it was doomed to fail one way or another.

Thank you to everyone for supporting and showing so much enthusiasm towards the game!
I hope to release something else worth your interest in the future.

-Tomi "WHAM" Kähkönen

Spoiler: ShowHide


He Watches is going through some changes, and I thought I could list them here, both to explain why the game isn't out yet and what my plans are for the game.

Firstly, He Watches is going through a fairly major overhaul all around. While I do not have the resources, or even intend to, re-draw all of the game's graphics, most of the backgrounds, as well as almost all GUI elements are going through a slight re-design in order to better incorporate some enhancements. To ensure this goes off withthout a hitch, I have started the project over, with mostly all-new AGS scripts, with only a few old elements brought over from the demo build. These enhancements are all aimed at ensuring the game has as high a quality as considering with available resources.

I am also looking into raising 2000 - 3000 � of money in order to fund voice actors, original music, sound effect equipment, some external art for the game, paid testers etc.

So why am I putting all this money and effort into the project?

Here in Finland, I am currently looking into starting up a small one-man company called WHAMGAMES during the coming few months, with funding mostly secured by the fact that my employment has been continued permanently and I am getting a small pay raise. This, in addition to some possible external funding, are going to allow He Watches to be my first commercial release, with an planned price range of 10 - 15 � (intended price subject to change in order to reflect overall quality and resources spent on the project).

"Well damn", some of you might say, "I wanted to play this game but I don't want to pay!". Well, as the game began it's lifecycle as a freeware game, I can see where you are coming from. This is why I am planning to release a non-commercial freeware version of the game as well. This version will not have most of the resources I will have to pay for myself, that is, some audio, music, and almost certainly voice acting will be missing from the game. The paid version will also come with some extra material, such as a separete digitally released soundtrack, concept art and more. Thus even those who do not wish to spend their hard-earned money on He Watches will be able to play and enjoy the game, while those who wish to get more quality and wish to offer support for this and possibly my future commercial projects can do so with a reasonable price. The early demo I released last year has received plenty of insightful feedback and has allowed me to make improvements to many aspects of the game, which I hope will make the game even more enjoyable than the early 2011 demo could convey.

With these changes in mind, the game is inevitably delayed once more, as I do not wish to release a half-hearted game as a commercial release. I am currently working on a more accurate timetable and future version plan, on which I will base the future of this project. Once it has been constructed I will release it here and I hope it will answer many potential questions.

If you have any questions about the game or it's developement (or anything else for that matter), just ask away and I will answer either in this thread or via PM or e-mail.

However this turns out, I already feel I need to thank you all for supporting me in learning how to develop my games (I am looking especially at you, Khris!) and for all the moral support and feedback I have received. I could never have hoped to have the skills needed build a commercial-quality game without you guys!

 - Tomi K�hk�nen aka. WHAM

*-------------------------------------------------------------------------------------*

- 26.01.2012 -

I've done my first interview as an "indie game developer", thanks to CaptainD!
LINK: http://www.pcgamereviewsandnews.com/2012/01/captaind-interviews-wham-currently.html

---------------------------

The demo has been released, download link below:
http://www.adventuregamestudio.co.uk/games.php?category=&action=detail&id=1477


---------------------------

WHAMGAMES 2011 presents

The year is 2008 and the player takes on the role of Sarah MacDonald, a young woman born in London, now living with her parents in the Scottish countryside, working hard to finish her education. Almost a week ago, Sarah's boyfriend; Oliver, went missing without a word. Knowing the young man's interest in going on long trips in abandoned places without warning, nobody worries at first. However, a week without a word is a long time and Sarah finally begins to worry.

Maybe Oliver is just fine and is out documenting some abandoned building, as such is his hobby, or perhaps there is something far more sinister at work. Can you see through the deceit and find the truth?

An optimistic idea of a release date is December 2011!
HA-HA-HA-HA-HA! No...  >:(

FEATURES
  • Manage your fears, stay away from the dark
  • Interact with your environment as well as other characters
  • Solve puzzles and find clues to uncover a hidden truth
  • Enjoy a haunting classical ghost story with a twist

STATISTICS
  • Character graphics done: 1,1 / 5
  • Room graphics done: 30 / 60
  • Story script and documents written: 70+ pages
  • Lines of script written: Lots and lots
  • Cutscenes done: 10%
  • Project activity level: In full swing
  • Nervous breakdowns so far: 1,5







---------------------------

Since a lot of people have been showing so much interest in this project, I thought I could reach out to the community for some collaboration.
Here is a background with a bunch of empty picture frames:


If YOU want to have a shot at getting a little bit of yourself into He Wathches, fill up one or more of the picture frames with your own artwork following the guidelines given below and send your donation to wham@whamgames.com via e-mail.

Guidelines:
- Picture should not look too out of place in a 1920's or 1930's setting
- I might slightly modify some pictures to maintain certain themes and ideas in the game
- Picture frames can be extended vertically if you wish, but please take dimensions of the room into account
- Some material might not be used in the game or in this specific room in the game, so don't get upset if your painting is not show in-game

« Last Edit: 31 Jul 2016, 21:06 by WHAM »
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Dualnames

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Re: Project: Mansiongame
« Reply #1 on: 17 Jun 2011, 22:07 »
This looks and sounds exciting :D :D :D :D
You hooked one AGSer, 6554 or so to get us all :D
No more military army stuff. I'm alive and back.

arj0n

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Re: Project: Mansiongame
« Reply #2 on: 17 Jun 2011, 22:09 »
Looks cool Wham.

NickyNyce

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Re: Project: Mansiongame
« Reply #3 on: 17 Jun 2011, 22:19 »
I'm staring at that bottom pic just waiting for the lightning to strike.... ;) ... everyone loves a good ghost story, good luck with a speedy development

WHAM

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Re: Project: Mansiongame
« Reply #4 on: 17 Jun 2011, 22:34 »
Thanks for the positive feedback! That was fast!
I've gotten a lot of new scripting ideas from the two MAGS games I've worked on this year, so I wanted to put them to good use ASAP.
My Fortnightly Writing Competition collected works
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vertigoaddict

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Re: Project: Mansiongame
« Reply #5 on: 17 Jun 2011, 23:48 »
Oooh I wonder what those O, M and S buttons do. I guess I'll have to wait and see = ). This looks great.

ddq

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Re: Project: Mansiongame
« Reply #6 on: 18 Jun 2011, 00:09 »
Well the P and O keys are like right next to each other, I think we all know what WHAM's really trying to say. But yeah, game looks spiffy! Nice pixels and such. Good luck, sir.

selmiak

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Re: Project: Mansiongame
« Reply #7 on: 18 Jun 2011, 00:30 »
This looks really cool, nice spooky mood in the scenes, but the GUI looks like it doesn't fit.

theo

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Re: Project: Mansiongame
« Reply #8 on: 18 Jun 2011, 10:01 »
This looks really cool, nice spooky mood in the scenes, but the GUI looks like it doesn't fit.

I agree. This looks great and moody, but the GUI is hogging ALL the attention. Be warned!
Will keep an eye on this.

Re: Project: Mansiongame
« Reply #9 on: 18 Jun 2011, 10:41 »
WOW  :o, This is very interesting WHAM, looking forward to seeing more  ;D

WHAM

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Re: Project: Mansiongame
« Reply #10 on: 18 Jun 2011, 10:47 »
I'm aware that the current GUI ended up a bit too big and bright, and will definitely tweak it, hopefully so that it can be made a little slimmer and moodier as well. I'm looking to get some outside art for the GUI, so that might be a solution as well.

Will post more as soon as I have something new and interesting. Thanks for all the feedback!
My Fortnightly Writing Competition collected works
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R4L

  • You need me Rick...
Re: Project: Mansiongame
« Reply #11 on: 18 Jun 2011, 13:12 »
I've seen your art progress from Infection to this, and I must say, congratulations on coming this far!  :=

Looks very interesting. Will definitely put this on my wish list.

Ubel

Re: Project: Mansiongame
« Reply #12 on: 18 Jun 2011, 15:26 »
WHAM, your art has improved a lot since your first games! This is looking really good and very moody. :)

Matti

Re: Project: Mansiongame
« Reply #13 on: 18 Jun 2011, 15:29 »
Yeah, looking cool. But I'd definitely make the GUI darker and more discreet, it takes away the mood from the game.

WHAM

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Re: Project: Mansiongame
« Reply #14 on: 18 Jun 2011, 16:07 »
Since the game experience is strongly altered by the light levels of the rooms the player is in, I decided to make the GUI adhere to the same brightness levels as the rest of the game. If the player is standing in the dark, the GUI will also go quite dark (although there is a minimum lightness level to keep it readable), and when the player stands in a well lit room, the GUI becomes clearer and brighter as well.

I did a quick test run with it and it felt pretty good so far. I'm also slimming the GUI down a bit, but don't want to put too much effort into its design yet, in case I do get some external help with it.

Now back to designing rooms!
My Fortnightly Writing Competition collected works
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Re: Project: Mansiongame
« Reply #15 on: 18 Jun 2011, 16:16 »
Wow, I love the backgrounds. You're getting really good really fast
"Loose ends have a way of strangling you"

Re: Project: Mansiongame
« Reply #16 on: 19 Jun 2011, 20:58 »
I really dig the backgrounds. Great atmopshere!
ca. 70% completed

Snake

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Re: Project: Mansiongame
« Reply #17 on: 19 Jun 2011, 23:46 »
I'm loving this so far, WHAM! The backgrounds hooked me first, but then I read what the game was about. Really really nice, man. I can't wait for this one.

I also love what you are doing with the GUI, making it go darker when in the dark and brighter when in light. This must add a ton to the atmosphere. I love it and can NOT wait <-- as said above ;)
Grim: "You're making me want to quit smoking... stop it!;)"
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WHAM

  • WHAMGAMES
    • I can help with AGS tutoring
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    • WHAM worked on one or more games that won an AGS Award!
    •  
    • WHAM worked on one or more games that was nominated for an AGS Award!
Re: Project: Mansiongame
« Reply #18 on: 28 Jun 2011, 17:57 »
Feeling encouraged. I've started putting some more work into this and am, at the moment, looking at making 2-3 rooms per week. Some are simpler, though, so when I get to the big, detalied rooms, the pace might drop a bit.

I'm hoping to get all the rooms done by end of september.

Anyway, have a background:


« Last Edit: 30 Jun 2011, 11:37 by WHAM »
My Fortnightly Writing Competition collected works
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Re: Project: Mansiongame
« Reply #19 on: 28 Jun 2011, 18:16 »
nice, but is it supposed to be that dark?

I suggest you put a bit light to that

I don't know, maybe it's just my computer, but this is what matters me most  :)

Armageddon

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Re: Project: Mansiongame
« Reply #20 on: 28 Jun 2011, 19:34 »
It's a horror game where you're supposed to stay out of the dark, it's not too dark... :P

I love the look of this. WHAM you are making a lot of different genres. And you're actually releasing the games. :D

WHAM

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Re: Project: Mansiongame
« Reply #21 on: 28 Jun 2011, 19:56 »
I went for 3 years toying with Infection 2, got sick of being bad at making games and decided to do something else to practice. I'm really hoping I can release this game by the end of the year so I can say I've released 3 games in one year. That would be soooo awesome.

Also, as Armageddon said, the darkness / light will play a role in this game and the lighting can be altered during the game, so don't worry. If it's too dark to see, it's like that for a reason.
My Fortnightly Writing Competition collected works
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WHAM

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Re: Project: Mansiongame
« Reply #22 on: 02 Jul 2011, 18:50 »


Released a new background, which is participating in the backgroun blitz competition. Enjoy.
At the moment I'm pushing up roughly two backgrounds a week, will try to keep it up and will keep posting stuff to keep up motivation.
My Fortnightly Writing Competition collected works
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Ghost

  • Guest
Re: Project: Mansiongame
« Reply #23 on: 02 Jul 2011, 23:07 »
I love the lighting in that background, and all those small details. The bookstands in particular! Really well done, sir!

WHAM

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    •  
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Re: Project: Mansiongame
« Reply #24 on: 17 Jul 2011, 18:04 »
Finally! I've been itching to announce this, so here it goes:

90% of the graphics for a PLAYABLE DEMO are done, and I think I can get to scripting and coding the demo in the coming weeks. I am hoping to release the demo wihtin two months time, so keep an eye on the thread! The demo will act as a prologue chapter for the main game, so it should give you a good idea on the gameplay without taking away any actual gameplay or story from the main game.

Thanks again to everyone for being so supportive! Here, have a new screenshot!

My Fortnightly Writing Competition collected works
https://goo.gl/VUQbzU

Re: Project: Mansiongame
« Reply #25 on: 17 Jul 2011, 18:19 »
Wow  :o, It looks fantastic WHAM, looking forward to playing the demo  ;D

arj0n

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Re: Project: Mansiongame
« Reply #26 on: 17 Jul 2011, 18:32 »
Looks great Wham! Looking forward to play the Demo.

But the car looks like it's floating.
Maybe add some shadow effect to the ground below the car, like this?:  
« Last Edit: 19 Jul 2011, 12:30 by Darth Mandarb »

WHAM

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    • WHAM worked on one or more games that won an AGS Award!
    •  
    • WHAM worked on one or more games that was nominated for an AGS Award!
Re: Project: Mansiongame
« Reply #27 on: 17 Jul 2011, 18:58 »
You make a good point, Arj0n. The lighting is not quite finished in any of the pictures so far. As the game progresses, I hope to finalize lighting and shadows so they make more sense.

Thaks for the kind words, Zenger!  :)
My Fortnightly Writing Competition collected works
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Dualnames

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Re: Project: Mansiongame
« Reply #28 on: 17 Jul 2011, 19:29 »
Is this a fog layer? Cause if it is, I'm wondering, is it also animating?
No more military army stuff. I'm alive and back.

WHAM

  • WHAMGAMES
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    • WHAM worked on one or more games that won an AGS Award!
    •  
    • WHAM worked on one or more games that was nominated for an AGS Award!
Re: Project: Mansiongame
« Reply #29 on: 17 Jul 2011, 19:30 »
@Dual: "Yes", and "of course it is".
My Fortnightly Writing Competition collected works
https://goo.gl/VUQbzU

Dualnames

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Re: Project: Mansiongame
« Reply #30 on: 17 Jul 2011, 19:32 »
@Dual: "Yes", and "of course it is".

@WHAM: "Great" and "AMAZING!"
No more military army stuff. I'm alive and back.

LRH

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Re: Project: Mansiongame
« Reply #31 on: 18 Jul 2011, 00:08 »
I really can't wait to see how this comes out...HURRY UP WHAM >:|

Re: Project: Mansiongame
« Reply #32 on: 18 Jul 2011, 12:42 »
It looks very well done.

I cannot wait to see this fog moving...  8)

Re: Project: Mansiongame
« Reply #33 on: 19 Jul 2011, 19:17 »
Looks great! Can't wait to play the demo!
ca. 70% completed

Re: Project: Mansiongame
« Reply #34 on: 19 Jul 2011, 19:28 »
Looking excellent so far!

Just a thought, would it be possible / make sense to have a "gamma-setting" inside the game so that a player can adjust
the darkness level to suit his/her monitor settings when beginning the game ?

I have to admit, I have no idea if the latest version of AGS system already has this incorporated into the screen settings menu  ::)

Naturally the setting should be locked after the player has begun the game, thus eliminating the possible cheating by
artificially changing the lighting to suit different situations during the game. This would involve making the setting inside the
actual game GUI, in the beginning menus.

Of course if one decides to play the game with the maximum gamma setting, therefore handicapping the lighting effects almost
completely and ruining the game, it's up to anyone to decide.

My two cents worth... :)
- Toni Cavén (ferrara /pbs & dc^s)

WHAM

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    • WHAM worked on one or more games that won an AGS Award!
    •  
    • WHAM worked on one or more games that was nominated for an AGS Award!
Re: Project: Mansiongame
« Reply #35 on: 19 Jul 2011, 20:22 »
I've got an idea on how to do this. Will have to see about implementing it in the next build to see how it works, so I can incorporate it in the demo and hear what people think about it.
My Fortnightly Writing Competition collected works
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WHAM

  • WHAMGAMES
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    • WHAM worked on one or more games that won an AGS Award!
    •  
    • WHAM worked on one or more games that was nominated for an AGS Award!
Re: The Rushdie Mansion (Previously: Project Mansiongame)
« Reply #36 on: 26 Jul 2011, 12:11 »
I finally, after much deliberation, decided on a final name for the game: "The Rushdie Mansion"
The demo is very much in the works, am hoping to release it next month!
« Last Edit: 08 Aug 2011, 12:46 by WHAM »
My Fortnightly Writing Competition collected works
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Dualnames

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Re: The Rushdie Mansion (Previously: Project Mansiongame)
« Reply #37 on: 26 Jul 2011, 22:26 »
I finally, after much deliberation, decided on a final name for the game: "The Rushdie Mansion"
The demo is very much in the works, am hoping to release it next month!

Don't take this the wrong way, cause you know how much I respect your work and how much I'm looking forward to this game, but Rushdie Mansion is really a bad name for this game. It strikes me a bit wrong, kind of putting me off from this greatly enchanting project of yours. Just a thought I think I should mention now, cause I should.
No more military army stuff. I'm alive and back.

Snake

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Re: The Rushdie Mansion (Previously: Project Mansiongame)
« Reply #38 on: 26 Jul 2011, 23:52 »
I finally, after much deliberation, decided on a final name for the game: "The Rushdie Mansion"
The demo is very much in the works, am hoping to release it next month!

Don't take this the wrong way, cause you know how much I respect your work and how much I'm looking forward to this game, but Rushdie Mansion is really a bad name for this game. It strikes me a bit wrong, kind of putting me off from this greatly enchanting project of yours. Just a thought I think I should mention now, cause I should.
Yeah, just name it House of Darkness, Darkhouse, TROICA or The Legend of Leitor's Edge :P

On a serious note, I like the name. It says that it won't take the house too long to kill you, or at least that's how I take it.

If you are open to suggestions or open to changing the name (I saw the thread, so this seems to be your final name, so I am sincerely sorry if I'm stepping on your toes), I think it may work better to create a name that more suits the atmosphere of the game, ie; the darkness. At the least I would say take away the "The" part of the title and just calling it "Rushdie Mansion"... but Christ, this isn't the critics lounge now is it?

I'm still looking forward to this by the way :D
« Last Edit: 26 Jul 2011, 23:55 by Snake »
Grim: "You're making me want to quit smoking... stop it!;)"
miguel: "I second Grim, stop this nonsense! I love my cigarettes!"

Pixelton

  • Currently working on a few games.
Re: The Rushdie Mansion (Previously: Project Mansiongame)
« Reply #39 on: 27 Jul 2011, 08:55 »
This is looking really great Wham.

I remember looking at the first iteration of artwork for your infection game and you've really come along way man, your pixel art is really looking fantastic and the mood you're creating here is amazing. While I think some of the screenshots earlier in the post are probably a little too dark I think your grasp on lighting and mood setting are great and we could probably all learn something here by looking at these screenshots.

Keep it up, I can't wait to play the demo!
Please follow our progress on IndieDB!

<a href="http://www.indiedb.com/games/dustbowl-a-wasteland-adventure" title="View Dustbowl - A Wasteland Adventure on Indie DB" target="_blank">Dustbowl - A Wasteland Adventure[/url]

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Re: The Rushdie Mansion (Previously: Project Mansiongame)
« Reply #40 on: 27 Jul 2011, 09:19 »
"Dark" and "Darkness" are both way too overused words in game names, so I made a conscious effort to avoid them. Though now that I've gotten some feedback, both on and off the forums, "The Rushdie Mansion" has begun to seem less and less like a good name.
 
I shall revert back to "project: mansiongame" and keep working to come up with a final name by the time I release the demo.

At this time the potential names I have in mind are:
"The Rushdie Mansion"
"Rushdie"
"Absolution"
"Seeker of justice"
"Justice"
"Punishment"
"Echoes"
"He watches"
"The Dark mansion on a Dark hill in a Dark forest Quest "

Feel free to voice opinions!


EDIT: Also: Thanks for the kind words, Mark Borg! Its always nice to hear people have noticed the evolution of my art from the days of yore. The game will feature a darkness setting, which can be adjusted at the start of the game, so the game should be playable with different monitor settings without issue.
« Last Edit: 27 Jul 2011, 09:34 by WHAM »
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Re: Project Mansiongame (final name undecided, SUGGEST!)
« Reply #41 on: 27 Jul 2011, 10:09 »
"The Urbex Mystery"
"The Adventure of the Solitary Traveler"
"The Mystery of the Empty Mansion"
"Missing Without a Trace" / "Without a Trace"
« Last Edit: 27 Jul 2011, 10:11 by └» Arj0n «┘ »

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Re: Project Mansiongame (final name undecided, SUGGEST!)
« Reply #42 on: 27 Jul 2011, 10:45 »
Drat! Without a trace sounded good to me, and fit the theme of the game, but its been used elsewhere quite recently: http://en.wikipedia.org/wiki/Without_a_Trace
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Re: Project Mansiongame (final name undecided, SUGGEST!)
« Reply #43 on: 27 Jul 2011, 12:16 »
Mystery Mansion: Traceless
What Lurks Around the Corner
Beyond Fear
Sinister Soul
Faces of Fear
Fiendish Fear
Ominous Omen
Foreshadow
Malign Mansion
Minatory Mansion / Minacious Mansion
The Vicious Circle
« Last Edit: 27 Jul 2011, 12:42 by └» Arj0n «┘ »

Re: Project Mansiongame (final name undecided, SUGGEST!)
« Reply #44 on: 27 Jul 2011, 12:37 »
The Abandoned Mansion
Abandonment
Abandonia
 ???
 

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Re: Project Mansiongame (final name undecided, SUGGEST!)
« Reply #45 on: 27 Jul 2011, 12:39 »
I'll take all suggestions and compile a list of the best ones later, which I will go through in the coming weeks. Thanks for all the suggestions so far, keep 'em coming!

It's always good to hear what sort of ideas others come up with.  ;)
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Re: Project Mansiongame (final name undecided, SUGGEST!)
« Reply #46 on: 27 Jul 2011, 13:16 »
How about...

"The abscense of light"

Say it a couple of times and after a while it actually sounds pretty cool.

(My bro's name is Rushdee so that title felt weird to me simply for that reason  :P).

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Re: Project Mansiongame (final name undecided, SUGGEST!)
« Reply #47 on: 27 Jul 2011, 13:38 »
I think naming the game after the mansion is a reasonable thing, but I don't like the name Rushdie for a mansion. That sounds badly made up.

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Re: Project Mansiongame (final name undecided, SUGGEST!)
« Reply #48 on: 27 Jul 2011, 13:43 »
Rushdie was the surname of some English lord from way back when, I simply took a historically accurate name and had him build a fictional mansion. =)
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Re: Project Mansiongame (final name undecided, SUGGEST!)
« Reply #49 on: 27 Jul 2011, 14:08 »
Wait, the name of the guy was really Rushdie?  :o

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Re: Project Mansiongame (final name undecided, SUGGEST!)
« Reply #50 on: 27 Jul 2011, 14:23 »
Here's a few names to maybe give you some inspiration, considering the light will help you stay alive, I rolled with it.....

Light source
Moonlight mansion
Lovers light
The last light
Last Night
Blacklight
Pitch black
Shades of darkness
Days End
The Dying light
« Last Edit: 27 Jul 2011, 14:28 by NickyNyce »

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Re: Project Mansiongame (final name undecided, SUGGEST!)
« Reply #51 on: 27 Jul 2011, 15:40 »
Wait, the name of the guy was really Rushdie?  :o

Hmmm... I can't seem to find the wikipedia article anymore. Maybe I was dreaming? What the...
Maybe I should just pick a different name after all, something more inherently English.

Thanks for the ideas NickyNyce!

EDIT: Cat, I think you may have gotten me here. After shuffling the internet for a while, it seems I was tired when I came up with the name and in googling occultist stuff along with english names, I encountered the name "Rushdie" in the context of some satanic verses, and somehow made a mental connection there.

Either that or I am going mad! Well, now I have to change the mansion name anyway, so there...
« Last Edit: 27 Jul 2011, 15:46 by WHAM »
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Re: Project Mansiongame (final name undecided, SUGGEST!)
« Reply #52 on: 27 Jul 2011, 15:53 »
I think I have enough ideas for the name now, by the way. Will do some combinations on the ideas I have received and create something out of them. I think I have few coming up now...

EDIT: Yeah, the mansion was renamed into "Baddeley Mansion" after an actual historically accurate family.
« Last Edit: 27 Jul 2011, 15:59 by WHAM »
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Re: The Rushdie Mansion (Previously: Project Mansiongame)
« Reply #53 on: 27 Jul 2011, 16:22 »
I finally, after much deliberation, decided on a final name for the game: "The Rushdie Mansion"
The demo is very much in the works, am hoping to release it next month!

Don't take this the wrong way, cause you know how much I respect your work and how much I'm looking forward to this game, but Rushdie Mansion is really a bad name for this game. It strikes me a bit wrong, kind of putting me off from this greatly enchanting project of yours. Just a thought I think I should mention now, cause I should.
Yeah, just name it House of Darkness, Darkhouse, TROICA or The Legend of Leitor's Edge :P

On a serious note, I like the name. It says that it won't take the house too long to kill you, or at least that's how I take it.

Sounds like a game where you go on a visit to Salman Rushdie. At his mansion, which he apparently has.

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Re: Project Mansiongame (final name undecided, SUGGEST!)
« Reply #54 on: 27 Jul 2011, 16:34 »
Cat, I think you may have gotten me here. After shuffling the internet for a while, it seems I was tired when I came up with the name and in googling occultist stuff along with english names, I encountered the name "Rushdie" in the context of some satanic verses, and somehow made a mental connection there.

Either that or I am going mad! Well, now I have to change the mansion name anyway, so there...

 Yep, I'm guessing you were reading about Salman Rushdie, who wrote a novel called The Satanic Verses. Not an occultist, as far as I know. And he's British, but of Indian descent, I don't think Rushdie is an "old" British name.

http://en.wikipedia.org/wiki/Salman_Rushdie

http://en.wikipedia.org/wiki/The_Satanic_Verses

 I don't want to start dissing on your new name choice, but Badderly sounds a bit too evocative of "badguy" to me, making it all sound a bit cartoonish.. quite possibly just me though.

 The game is looking ace though, really looking forward to playing it. I love a good atmospheric haunted house game. :D

 
« Last Edit: 27 Jul 2011, 19:21 by Creed Malay »
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Re: He Watches
« Reply #55 on: 27 Jul 2011, 18:48 »
Looking up the occults for name inspirations? I'm surprised you didn't consider Crowley...but then again that's almost obvious.

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Re: He Watches
« Reply #56 on: 27 Jul 2011, 18:51 »
I like the graphic style and think, that you are on the right way for another cool game.
Keep up the good work!  :D


btw. suggestions for the games name:
Dark Mansion
or
Dark³
... in relation to one of your own thoughts about a name with 3 times Dark in it  ;)

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Re: He Watches
« Reply #57 on: 27 Jul 2011, 19:07 »
@vertigoaddict: Precisely: I try to keep things a little cryptic and try to mix fact and fiction in a way that would allow the more inquisitive player to find reality-based links, while still keeping them on their toes about what it all means.

We'll see how it goes, and you should get a little more information once I get the demo released (was scripting it when I decided to check the forums again)

@Tabata: Good to hear you like what you see! Thanks for the awesome name suggestions, especially the latter one, but I think "He Watches" is mysterious enough to keep for now at least.  ;)
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Re: He Watches
« Reply #58 on: 28 Jul 2011, 00:36 »
If your going with names of occultists you could call it "Crowley Manor"

Re: He Watches
« Reply #59 on: 28 Jul 2011, 00:49 »
Arcane manor or Lucent scowl or something.
I don't want the world, I just want your half

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Re: He Watches
« Reply #60 on: 28 Jul 2011, 01:07 »
Manour de la Coques Grande.
And what is the thread title supposed to represent? Did I miss the memo and "He Watches" is also a title candidate? I think it's a good title regardless, though its applicability to the game depends on the subject matter.

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Re: He Watches
« Reply #61 on: 28 Jul 2011, 06:02 »
@ddq: You missed the memo. It was one of my original ideas, which I decided to default back to despite getting quite a few ideas from you people. I began to feel like I was too stuck on the whole mansion theme, and decided instead to go with the more mysterious title that would also serve as a way to get the player asking questions before the game even starts: "Who watches?", "What are they watching and why?", "What relation does the title have with the game, is it a reference to a character in the game? Who?"
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Re: He Watches
« Reply #62 on: 28 Jul 2011, 08:07 »
Think "It Watches"  would sound more ominous than "He Watches". A "he" could just be some guy where as an "it" could imply something that that is utterly inhuman.

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Re: He Watches
« Reply #63 on: 28 Jul 2011, 08:10 »
But if the name was indeed "IT watches", it would be a direct admission of an inhuman element in the watcher in question, whereas "he" can be anything from a direct hint at a male human character, to a play on words and concepts regarding an inhuman element with seemingly male properties.

I felt "He watches" has nice ambiguity and can be interperted in a multitude of ways, while still sounding fairly ominous and even a bit threatening.
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vertigoaddict

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Re: He Watches
« Reply #64 on: 28 Jul 2011, 08:13 »
I like 'He Watches' better there's a sense of peversion in it, like a voyuer outside a girl's changing room. But it also sounds like something that would spout out of a religious nut, 'GOD SEES EVERYTHING , HE WATCHES EVERYTHING YOU DO' it's creepy.

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Re: He Watches
« Reply #65 on: 28 Jul 2011, 09:01 »
I feel "He Watches" is perfect as a title for this game.

Now go work on this project Wham, and remember: We're Watching  :=

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Re: He Watches
« Reply #66 on: 28 Jul 2011, 09:15 »
Oh, almost forgot my little update:
All of the demo rooms are now in place, and can be navigated by the player. Now during the rest of the week I will add character scaling and lighting and similiar details, and then all that's left for me to do is my favourite part: scripting game events and dialogue!
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Re: He Watches
« Reply #67 on: 30 Jul 2011, 20:56 »
Putting finishing touches on one of the GUI's of the game. It's the most complex one I've ever done, but darn its coming out nicely!
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Re: He Watches
« Reply #68 on: 31 Jul 2011, 11:15 »
Can't wait! Can't wait!
ca. 70% completed

Re: He Watches
« Reply #69 on: 31 Jul 2011, 20:04 »
My ideas for the name

- Darkness Is Watching
- Beneath The Dark
- Succumbing To Shadows
- Predeceased
- Darkness Perishes

Or just

- The Watching



 :)
- Toni Cavén (ferrara /pbs & dc^s)

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Re: He Watches
« Reply #70 on: 01 Aug 2011, 04:21 »
I'm for "He Watches", that is a creepy title.

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Re: He Watches
« Reply #71 on: 01 Aug 2011, 12:52 »
I'm for "He Watches", that is a creepy title.

Good to hear someone agrees with me here.  ;D
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Re: He Watches
« Reply #72 on: 01 Aug 2011, 13:45 »
This sounds so cool... I can't wait for it!  :D
... And that is how I lost my medical license.

Re: He Watches
« Reply #73 on: 01 Aug 2011, 17:26 »
He is watching the darkness that is beneath the darkness in the shadows of the predeceased perishing darkness that is watching him.

As an aside, looking forward to this.  ;D

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Re: He Watches
« Reply #74 on: 04 Aug 2011, 07:25 »
Just got all the animations needed in the demo for the main character done last night, also did a little number on her car and wrote some background text. Also figured out how to do a nice scrolling text GUI, so that's a win. All in all: PROGRESS!
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Re: He Watches [Testers needed soon, sign up!]
« Reply #75 on: 04 Aug 2011, 10:00 »
(This information also in the first post)

Do YOU want to be a part of the creation of this modern gaming masterpiece? Are you willing to sacrifice your precious time and effort to make this game better? Just want a sneaky peek?

You are in LUCK!

Send me a PM and you MIGHT become a part of the "ready-and-willing" testing team who will ensure that the demo for He Watches will work just right when it is released.

And remember, He is Watching YOU!
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Re: He Watches
« Reply #76 on: 05 Aug 2011, 06:35 »
All required beta testers have been found. Looks like I got a fairly active and positive bunch for this!
No further testers are required for the demo testing phase, but if you absolutely want to be a part of this, feel free to let me know via PM.
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Re: He Watches
« Reply #77 on: 06 Aug 2011, 16:40 »
Giddy with excitement right now! I got the lighting system working just right and it looks GREAT! Well, at least I think it does.  ;)
Also finished the cutscenes for the demo and began adding hotpots and details into rooms. Also working with the inventory GUI and persistent record keeping elements right now.
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Re: He Watches
« Reply #78 on: 06 Aug 2011, 16:43 »
Great news! Really looking forward to playing this! :D

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Re: He Watches
« Reply #79 on: 07 Aug 2011, 01:42 »
Those interior backgrounds are really well done, WHAM.  You've improved considerably since your first game, and the little details like the wallpaper designs make a big difference.

I'll be sure to give this a go when it's ready.

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Re: He Watches
« Reply #80 on: 07 Aug 2011, 09:32 »
Thanks ProgZ! It's always great to hear people have noticed the work going into the game.  :)
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Re: He Watches
« Reply #81 on: 07 Aug 2011, 10:38 »
I really like the screens and the atmosphere they give off. Waiting for this with curiousity and high expectations.

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Re: He Watches
« Reply #82 on: 10 Aug 2011, 20:31 »
I just got the save/load GUI working. Don't worry people, it is a lot better and easier to use than the mess I made in LaSol!  ;D
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Re: He Watches
« Reply #83 on: 11 Aug 2011, 21:48 »
Began final scripting phase. Going a little slower than I would like. I will get the demo somewhat done in time, but the testing phase might push it a little bit over the "end of the month" deadline.
Just an early warning, though. I might be wrong.

Here, have a screenshot for all the support you've given me!
Notice the lighting effects and the new GUI variation!


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Re: He Watches
« Reply #84 on: 21 Aug 2011, 15:07 »
Oh, man! I love these screenshots! Can't wait! Can't wait!
ca. 70% completed

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Re: He Watches
« Reply #85 on: 26 Aug 2011, 18:37 »
Currently picking audio for the demo. After I get most or all of the audio in, I'll be sending this out to the testers. Like I said earlier, I'm a bit behind schedule, but as long as my testers do a good job, this should be done in a week, maximum, from now!

Already implemented music, footstep sounds and some special stuff! I'm hoping you people will enjoy!
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Re: He Watches
« Reply #86 on: 26 Aug 2011, 19:40 »
Looking VERY forward to the demo!

YEEHEEE!
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Re: He Watches
« Reply #87 on: 26 Aug 2011, 21:41 »
It has happened: my own game managed, during testing, to scare me enought to get me to go turn on the lights in the apartment and check that there isn't anyone standing outside of the front door. I have a good feeling about this now.  ;D
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Re: He Watches
« Reply #88 on: 26 Aug 2011, 22:38 »
VERY interesting, very INTERESTING indeed...

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Re: He Watches
« Reply #89 on: 27 Aug 2011, 00:11 »
It has happened: my own game managed, during testing, to scare me enought to get me to go turn on the lights in the apartment and check that there isn't anyone standing outside of the front door. I have a good feeling about this now.  ;D

That is a wonderful advertisement for your game  ;D

It has moved now from my "to-do-list" to my "must-play-asap-list"!      

Re: He Watches
« Reply #90 on: 27 Aug 2011, 08:52 »
Done in a week??  Yeeeaaahhhh!!!  I have a definate morbid curisosity when it comes to horror games, movies, books, etc.  As I obviously (and who wouldn't?) LOVE your storyline and graphic art, I cannot WAIT to play this game.  At the same time...I am dreading playing it.  If it scared YOU, Wham...well I have a feeling I'll have the lights pretty much on all over the room and will be peeking out between my fingers, whilst temporarily muting the scary music parts.  (It's a necessary Pansy-type thing I have to do with scary movies and games because I have a "jokester" of a husband who gets his kicks out of scaring the crap out of me.  All. The. Time.  I hope karma kicks his ass one day.   :-* )

Anywhoo--I have been following this game since you first posted it on the boards, and as I said, can't wait to give it a try.  Great work, I think you've done an exceptional job from what I can tell.  Looks and sounds like it will be a great game.


Sarah   :)

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Re: He Watches
« Reply #91 on: 27 Aug 2011, 14:56 »
Definitely on my to-play list.

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Re: He Watches
« Reply #92 on: 27 Aug 2011, 15:20 »
Cannot wait for this, Wham!

Quote from: SarahLiz
...because I have a "jokester" of a husband who gets his kicks out of scaring the crap out of me.  All. The. Time.  I hope karma kicks his ass one day.
Two words, Sarah: Scare Tactics

Sign him up!
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Re: He Watches
« Reply #93 on: 27 Aug 2011, 17:29 »
First draft of the Demo has been sent out to testers NOW. I'll give these people as much time as is needed, so now it's mostly up to them when the demo gets released.

After that I'll have a small poll for feedback purposes and I'll see where the project goes from there.
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Re: He Watches
« Reply #94 on: 01 Sep 2011, 10:24 »
Update on demo schedule: My testers have found quite a few issues with the demo, and I've gone through a "slight" user interface overhaul, but today I'm hoping to get the next version of the demo out to the testers.

Will keep you people posted on the status!
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Re: He Watches
« Reply #95 on: 03 Sep 2011, 13:05 »
Definitely interested to play the demo :)

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Re: He Watches
« Reply #96 on: 05 Sep 2011, 21:21 »
My testers have been quite silent for the last couple of days, and I am inclined to think that this means the demo is feeling good and proper to them... Or maybe they got bored of my motivational messages and requests for "more effort".

Oh well, if nothing strange happens, I will try to put in some last minute work on tuesday and wednesday and will attempt to move forward with releasing the demo on THURSDAY 08.09.2011!

Disclaimer
This is not the final date, but its a "best case scenario" date!
/Disclaimer
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Re: He Watches
« Reply #97 on: 07 Sep 2011, 09:38 »
Some further testing and self-testing and the results are in!

THE DEMO IS READY!

Ferrara, the guy making the music, informed me that he will have an updated version of the demo music done by weekend, so I believe I can safely say there will be a release on SATURDAY!

*dances*
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Re: He Watches [Impending demo release: 10.09.2011]
« Reply #98 on: 09 Sep 2011, 22:18 »
Oh well, it wasn't ready, BUT IT WILL BE!
I've been doing some last minute fixes on bugs I found at the last minute, and due to feedback I decided to add some keyboard shortcuts to the GUI. I also need to sleep, but expect to see a release in 24 hours time!

It's crunch time, baby!
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Re: He Watches [DEMO RELEASED]
« Reply #99 on: 10 Sep 2011, 12:26 »
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Re: He Watches [DEMO RELEASED]
« Reply #100 on: 10 Sep 2011, 13:42 »
Very swish - haven't played too much as I don't want to spoil the full the game, but I love the interface (especially the 'HELP' button and the Save/Load phone screen).

Only pet peeve is the seemingly unskippable dialogue - especially since you can still see the hotspot names appearing when you hover the mouse around during the them.

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Re: He Watches [DEMO RELEASED]
« Reply #101 on: 10 Sep 2011, 14:35 »
Only pet peeve is the seemingly unskippable dialogue - especially since you can still see the hotspot names appearing when you hover the mouse around during the them.

All I can say is: the dialogue is not unskippable. Read the instructions. I tend to hide all sorts of nifty secret tricks in the cleverly hidden readme -file.  ;)
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Re: He Watches [DEMO RELEASED]
« Reply #102 on: 10 Sep 2011, 14:41 »
I really want to play this DEMO-TEASE, but I think it may ruin the full game for me. Regardless, I'm still hooked on my seat!  :D
No more military army stuff. I'm alive and back.

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Re: He Watches [DEMO RELEASED]
« Reply #103 on: 10 Sep 2011, 17:22 »
No worries dual. The demo was specifically designed to not spoil the main game, but rather function as a showcase of the full game's potential, as well as get the player asking questions about the story and characters of the main game.

Give it a whirl and let me know what you thought!
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Re: He Watches [DEMO RELEASED]
« Reply #104 on: 12 Sep 2011, 17:15 »
OMFG, WHAM. I cannot wait to play this demo. Before I do, are there any scary images that may appear or pop up during the demo? If so, I can wait until my daughter is in school tomorrow to play it. If not, I WANT TO PLAY IT NOW and not worry about my daughter looking over my shoulder...er, elbow rather ;)
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Re: He Watches [DEMO RELEASED]
« Reply #105 on: 12 Sep 2011, 18:50 »
@ Snake: I cannot confirm or deny your expectations.  ;)
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Re: He Watches [DEMO RELEASED]
« Reply #106 on: 12 Sep 2011, 19:16 »
You set the mood perfectly in this. The very little music is the perfect amount. Especially:

Spoiler: ShowHide
When I went to go to the second floor balcony, and saw the dark figure. The silence killed me, and I was just waiting for something terrible to happen.


Excellent demo Wham. :)

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Re: He Watches [DEMO RELEASED]
« Reply #107 on: 12 Sep 2011, 19:29 »
@ R4L: Glad to hear you enjoyed the game! Be sure to also give feedback, unless you were too hasty to skip the credits, that is.  ;)
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Re: He Watches [DEMO RELEASED]
« Reply #108 on: 12 Sep 2011, 21:11 »
I'm trying the demo out and I have to say I like what I see so far. Keep up the good work Wham!

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Re: He Watches [DEMO RELEASED]
« Reply #109 on: 12 Sep 2011, 21:20 »
*Awkward anxious dance*

Can't decide if I want to play the demo or wait for the full game ahhhhh

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Re: He Watches [DEMO RELEASED]
« Reply #110 on: 12 Sep 2011, 21:41 »
@ Gameboy: Glad to hear you are liking the demo so far!

@ Domithan: I recommend you play the demo. It comes with a request for feedback which might end up altering the future of this game, so all feedback is good.  :)
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Re: He Watches [DEMO RELEASED]
« Reply #111 on: 13 Sep 2011, 17:46 »
@ R4L: Glad to hear you enjoyed the game! Be sure to also give feedback, unless you were too hasty to skip the credits, that is.  ;)

I was not! :P

I really can't find any downsides yet, except maybe being able to walk with the lighter out.

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Re: He Watches [DEMO RELEASED]
« Reply #112 on: 13 Sep 2011, 18:07 »
Well how boring would a horror game be if you could just create light everywhere and keep the light on all the time? The way the light is created with overlays and such also limits what I can do with it.
« Last Edit: 13 Sep 2011, 19:05 by WHAM »
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Re: He Watches [DEMO RELEASED]
« Reply #113 on: 13 Sep 2011, 19:21 »
Great stuff, very Silent Hill!

Will comment further but gotta run.

Just two small issues:
-Opening a cellphone document doesn't update the top bar although the phone is in DocReader mode.
-You should add code so right clicking to de-select inside the inventory works also if not over an item.
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Re: He Watches [DEMO RELEASED]
« Reply #114 on: 13 Sep 2011, 19:36 »
Great stuff, very Silent Hill!

Will comment further but gotta run.

Just two small issues:
-Opening a cellphone document doesn't update the top bar although the phone is in DocReader mode.
-You should add code so right clicking to de-select inside the inventory works also if not over an item.

Thanks for the feedback!

Issue 1: That's a bug right there, will fix that and see about reuploading the game later on

Issue 2: I tried, by Ye Gods I tried! After failing and failing I just added a deselect inventory item button in the inventory. If you have an idea on what I should put in on_mouse_click to do what you described, feel free to give me a hint, man! I recall trying some variations of the mouse_click_inv or something, but I didn't get it working.

EDIT:
Not sure if you'll notice this, Khris, but here is what I have in the mouse_click script at the moment, and this is what I thought would work, but as you can see, it only works if the player clicks on an inventory item, not in the empty inventory window. The issue might also have to do with how the GUI is built, though...  :-\

Code: [Select]
if (button == eMouseRightInv) {
    if (player.ActiveInventory != null) {
      player.ActiveInventory = null;
    } else {
      InventoryItem *ytem = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
      ytem.RunInteraction(eModeLookat);
    }
  }
« Last Edit: 13 Sep 2011, 19:43 by WHAM »
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Re: He Watches [DEMO RELEASED]
« Reply #115 on: 13 Sep 2011, 21:00 »
Well how boring would a horror game be if you could just create light everywhere and keep the light on all the time? The way the light is created with overlays and such also limits what I can do with it.

What I meant to say was, once I was placing candles and the lighter icon was on the screen in the top left, I kept wanting to click it to light the candle, instead of going in the inventory, selecting the lighter, and then clicking the candle.

Also, I figured you were doing the lights in a way that wouldn't make that possible.

Anyway, great stuff anyway! And yes. very Silent Hill feeling, which if you didn't know, is my favorite franchise! Well, until they release the new one, which is online multiplayer only. I consider that blasphemous for any Silent Hill game. :P

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Re: He Watches [DEMO RELEASED]
« Reply #116 on: 13 Sep 2011, 21:04 »
Anyway, great stuff anyway! And yes. very Silent Hill feeling, which if you didn't know, is my favorite franchise!

Glad to hear. Silent Hill games are one of the sources I use for ideas and feel of the game, along with a few others. I never had the nerve to finish any of the Silent Hill games myself, so I want to try to catch that same nervous and anxious feeling that kept me from finishing.
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Re: He Watches [DEMO RELEASED]
« Reply #117 on: 14 Sep 2011, 13:11 »
Not sure if you'll notice this, Khris, but here is what I have in the mouse_click script at the moment, and this is what I thought would work, but as you can see, it only works if the player clicks on an inventory item, not in the empty inventory window. The issue might also have to do with how the GUI is built, though...  :-\
Clicks over empty parts of an InvWindow don't call on_mouse_click.

This works with a default game:
Code: [Select]
MouseButton last_button;

function repeatedly_execute_always() {
  int i = eMouseLeft;
  while (i <= eMouseMiddle) {
    if (mouse.IsButtonDown(i)) last_button = i;
    i++;
  } 
}

void DeselectInv() {
  if (player.ActiveInventory != null) {
    player.ActiveInventory = null;
    mouse.Mode = eModeInteract;
    mouse.UseModeGraphic(eModePointer);
  }
}

function gInventory_OnClick(GUI *theGui, MouseButton button)
{
  if (button == eMouseRight) DeselectInv();
}

void on_event(EventType event, int data) {
  if (event == eEventGUIMouseUp && last_button == eMouseRight) {
    if (GUIControl.GetAtScreenXY(mouse.x, mouse.y) == invCustomInv) DeselectInv();
  }
}

Let's not derail this any further though; if it doesn't work we should take this to the technical forum.
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Re: He Watches [DEMO RELEASED]
« Reply #118 on: 14 Sep 2011, 14:51 »
Thank's a bunch Khris! I think I can get it working with your... well... readymade script.
I didn't want to start another thread about this and couldn't find anything with the search function on the forums down, so I went with a workaround earlier. If you notice the demo has been reuploaded later today, that means I got this fixed!  :)
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Re: He Watches [DEMO RELEASED]
« Reply #119 on: 14 Sep 2011, 18:18 »
Reuploaded the game and updated the download link in the games page.
Thanks to Khris for his great help!
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Re: He Watches [DEMO RELEASED]
« Reply #120 on: 15 Sep 2011, 00:28 »
Spoiler: ShowHide
How do I pick up the candle holder in the kitchen so I can carry some damn light around with me?? If it's not meant to be picked up then PLEASE... make it not look like it's got a handle :(


Otherwise, great fun so far ;)
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Re: He Watches [DEMO RELEASED]
« Reply #121 on: 15 Sep 2011, 06:45 »
You might want to change the tech interface for one that looks more gothic/antique. Was the part with the volume supposed to be inspired by the silent hill games where your radio would pick up static when there were spooks nearby?

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Re: He Watches [DEMO RELEASED]
« Reply #122 on: 15 Sep 2011, 07:08 »
@Snake: Cool avatar, dude! And no, no matter how much people want to, there will be no way to carry light sources while moving. You can use the lighter at any time, though, to create light for as long as you are standing still.

@mkennedy: I actually have something like this in mind for the full game. Don't worry.  ;)
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Re: He Watches [DEMO RELEASED]
« Reply #123 on: 15 Sep 2011, 15:03 »
@Snake: Cool avatar, dude! And no, no matter how much people want to, there will be no way to carry light sources while moving. You can use the lighter at any time, though, to create light for as long as you are standing still.

Oh... well that explains a lot. I guess I can get my head back on straight and continue the game ;D

One question though, why did you choose not to allow the character to carry light? Surely, if she can drive a car, then she can carry a lit candle/lighter and walk at the same time... Sorry but I find that a bit strange.

I was actually thinking that (after I figured out how to do it) you could only carry a lit candle with you for a limited time before having to put it down due to the burning wax. I was also trying to use the lighter sparingly in fear of wasting the fluid. Will these things take part in the final game?

Anyway, I am enjoying it so far. I like the sound effects. I also love how I'm scared to walk across the hallways without the light on ;)

Now, to download the newer version and play from the start with my new found knowledge.

PS
Quote
Cool avatar, dude!
Thanks, I'm glad you like it!
« Last Edit: 15 Sep 2011, 15:06 by Snake »
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Re: He Watches [DEMO RELEASED]
« Reply #124 on: 15 Sep 2011, 16:04 »
I made a design choise not to include light sources you can carry on with you when you move. Some explanations I thought of were: "candlewax is hot and uncomfortable on hand" but you could just wear a glove or wrap the candle in something. "Candle burns out" but then that would make it too easy for the player to run out of candles and the candles will indeed be a limited resource in the final game. Then I decided on "cannot carry the lighter when moving because the light is not strong enough and goes out with the movement of air around it". It's good enough for Sarah.

Another, better, reason is that I just didn't like the look of the light when Sarah was moving around with it. Since the light is created with transparent layers drawn over other graphics, I always had a little lag between how Sarah moved and how the light moved. Moving light also makes the lack of realistic shadows from characters and objects far more obvious.

And most important of all: if you can just walk around the rooms with an active source of light all the time, then there would not be dark places in the game by default, and that wouldn't be scary. Now that I know the light is off by default and has to be requested by the player, I can better manage how things react to the light and using the light to spot items, hotspots and such that are hidden in the dark becomes a valid gameplay mechanic.

Come on, in what horror movie do you see the main character in a dark place with a steady source of light? There is also a flickery flashlight or something!
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Re: He Watches [DEMO RELEASED]
« Reply #125 on: 16 Sep 2011, 05:09 »
It would be nice to be able to give names to the save game files, and have more than 3. Maybe allow preview screenshots  for save games though this isn't as important as the ability to name them.

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Re: He Watches [DEMO RELEASED]
« Reply #126 on: 16 Sep 2011, 12:51 »
@mkennedy

Why do you need to name them? And why do you need more than three?

The reason so far I've limited the number of saved games is to at least slightly prevent save scumming and backtracking through saved games. If I could, I would limit saved games to one per user, but as that is a bit too difficult to do, I have decided to go with 3 saved games.
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Re: He Watches [DEMO RELEASED]
« Reply #127 on: 16 Sep 2011, 14:20 »
I have to say I'm immensely pleased with the game direction in the demo, apart from the lack of replies on certain interactions.
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Re: He Watches [DEMO RELEASED]
« Reply #128 on: 16 Sep 2011, 14:43 »
I thought the graphics were quite nice, but I felt really lost... I wasn't sure what I was supposed to be doing, there was very little happening in terms of story and I found myself repeatedly lighting candles all over the house, which after a while became quite a chore, because there is to much clicking involved when you want to use an inventory item. Also I felt like the only items I could find were those candles...

  There were some nice touches, like the sound of the car engine playing in the start menu ( which by the way in the final game could do with something more than a black background), then the shot of a car with its engine dying. I liked that. Also- very good, atmospheric music and sounds. I don't know if it's my pc or something... but every time I open the door the sound plays several time like it's stuttering, for some reason...Was that intentional or is my sound card playing up? Other sound play fine and they're very nice.

  I didn't finish it but I played enough to get a good idea of what it's about. And overall it's good and I will give finished game a try. Just needs more polish and some tlc here and there, and that inventory needs fixing, mate. I'd suggest that it closes once the player has selected the item.

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Re: He Watches [DEMO RELEASED]
« Reply #129 on: 16 Sep 2011, 17:35 »
I have to agree with Grim about the inventory. When I opened it up for the first time, I was a bit confused and it still gets the best of me every now and then. In a whole it is very nice, I like how it is your cell phone, but there is a lot of clicking and it's kind of awkward looking at it sideways... OH! And don't forget that the phone has no signal so there should be no bars, not all of them ;)

It would be nice if the candles had their own little spot up on the top of the screen (and maybe a number to show how many you have) like the lighter does since they are the two items that are mainly used. That would eliminate all that clicking, and like Grim said, make it less of a chore to take one out and light it.

Also, I downloaded the new version and started again and have noticed that the inventory screen is now green? Is this intentional?

One last thing, and this is strictly my opinion, but I don't like it when I try to do something and Sara responds, "Wait, what?" - it almost makes me feel like an idiot for trying.

Please don't get defensive with what I've said above, the game is only in it's early stages and even at this point it is still shaping out to be a good game. I'm looking forward to the final release.

I have not yet finished the demo so I will report back when I do :)
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Re: He Watches [DEMO RELEASED]
« Reply #130 on: 16 Sep 2011, 17:43 »
@ Grim: I implemented some keyboard shortcuts in the latest version, those should make the inventory at least a little bit easier to navigate (there are quick buttons to open and close the inventory).

The green inventory screen is a mistake, I will reupload a new version right-friggin-now. It seems I keep forgetting to remove my debug features from the demo every now and then, this is one of those.
EDIT: reuploaded now, no more green debug-screen... Sorry about that!

@ Snake: I'll darken the bars on the signal part. I tried to make them darker than the basic colour because at least on my cell all the bars show all the time, but only the correct amount of bars is highlighted. I tried to replicate that, but maybe it's not clear enough.  :)
« Last Edit: 16 Sep 2011, 17:46 by WHAM »
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Re: He Watches [DEMO RELEASED]
« Reply #131 on: 16 Sep 2011, 19:09 »
As for the music, it makes me feel really happy to know you've enjoyed the way the soundtrack complements the atmosphere of the game.
Please, keep the feedback coming in as all communication is duly noted. I thank you for all the comments and I hope I can top myself with the game's final soundtrack.  :)
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Re: He Watches [DEMO RELEASED]
« Reply #132 on: 16 Sep 2011, 23:14 »
The ability to give the save files names would help you be able to tell the difference better between the saved games. If there are multiple endings or solutions to problems then you could name your game based on which solution you chose or the ending you are trying to achieve. This could really come in handy if the player fails in a task, but still wants to see if the game can still be completed.

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Re: He Watches [DEMO RELEASED]
« Reply #133 on: 17 Sep 2011, 11:44 »
@mkennedy: I can see what you are getting at, but I don't quite agree.

I want to make it so that no matter what the player chooses, the game should still be possible to complete and a valid ending should be available. If the player can just use saved games to see where all the choises go and can then pick the one the player likes the most, that just diminishes the importance of the choises the player gets to make and deduces from the atmosphere.

I am intentionally trying to make the game so that the player has to make decisions and so that the results of those decisions can be seen only after some time to discourage trying to see everything in one play through. There will be multiple endings, but only one of them is true for YOU. It's the one you encounter on your first play through and it was formed from YOUR decisions, be they good or bad ones.

Well, at least that's the theory and that's what I am aiming for.
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Re: He Watches [DEMO RELEASED]
« Reply #134 on: 17 Sep 2011, 18:47 »
I broke through the bal... game-demo!  8)

As bg's already promised it (to be seen in the critics-forum), it is very nice to watch and explore. Since the puzzles are missing „to interrupt“ the walking and lightening of candles, it's a looong way through the mansion, but it's a nice demo to get an impression of the feeling. I like it - well done!  ;D

The only things I prefer to be changed (only for me in personal) is the amount of clicks necessary to light a candle and the „Wait, what?“-response. 
So I am now eagerly waiting for the release 

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Re: He Watches [DEMO RELEASED]
« Reply #135 on: 17 Sep 2011, 22:17 »
Thanks for the feedback, Tabata!
I've always used the "Wait, what?" response as a default "no interaction available, try something else" -response, but apparently some people dislike it quite a bit. I'll probably change it into something a little more neutral.

I might also end up combining the candle and the lighter into a separate item you can use to set and light the candle with only one visit to the inventory. This should make things a little neater and easier to use.
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Re: He Watches [DEMO RELEASED]
« Reply #136 on: 17 Sep 2011, 22:40 »
Quote
I've always used the "Wait, what?" response as a default "no interaction available, try something else" -response, but apparently some people dislike it quite a bit. I'll probably change it into something a little more neutral.
Yay! Please use something a little less "smart-assed"  ;)

Quote
I might also end up combining the candle and the lighter into a separate item you can use to set and light the candle with only one visit to the inventory. This should make things a little neater and easier to use.
Not a bad idea, WHAM, but why would you do that when you could (like I suggested) put the candles up on the top of the screen next to the lighter? This way you aren't forcing the player to repeatedly open the inventory for something that the game revolves around in the first place. Have the inventory exclusive to other items you pick up which may or may not be puzzle related.

I have to apologize, though, I do not mean to step on your toes with all these suggestions, it is your game. But these are things I would do if it were mine :-X And since you've released a demo I would automatically assume that you are open to and/or requesting suggestions from the players, which could only make the experience of the game better for them.
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Re: He Watches [DEMO RELEASED]
« Reply #137 on: 17 Sep 2011, 22:46 »
...but why would you do that when you could (like I suggested) put the candles up on the top of the screen next to the lighter?

I try to avoid putting items up at the top of the screen, because of the situation we already have at a smaller scale. "If you put one item available at the top of the screen, why not put that, that and then that?"

Due to the number of different inventory items available in the final game, I need a bigger inventory screen than I can, or want to, fit at the top of the screen. Several different items will have multiple uses in different situations, and I wan't to avoid any confusion. The lighter is at the top of the screen because it is a very common action. I almost expect the player to often use it to help them scan the room on first arrival to help notice hidden hotspots, thus I wanted to help the player by giving them a separate button for this item.

It's a fine balance, but the lighter is the only item I really feel needs to have it's own button outside of the main inventory GUI.
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Re: He Watches [DEMO RELEASED]
« Reply #138 on: 21 Sep 2011, 07:41 »

Over 150 downloads, but so far only a few people have sent me feedback. Does it mean that people are not finishing the demo, or are you just lazy?  ;)

Whichever the case, if you did play the demo but did not finish it, feel free to send me feedback via the following link (will also edit this into first page) and tell me what you thought of the game!

http://whamgames.com/feed/back.php
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Re: He Watches [FEEDBACK WANTED]
« Reply #139 on: 26 Sep 2011, 16:38 »
WHAM -


Okay, I'm going to go through this as I would a story.  The first set of comments are the impressions I get at the EXACT MOMENT I HAVE THEM.  This bit is important because these things are easy to forget later, yet, can influence the feel and atmosphere of the game directly.  After that I'll comment on the game as a whole.



Dropping the player into the game and leaving the back-story to the README file... Not the choice I would have made, but what the hell.

I like the gamma setting feature on the page.  Well thought out and technically critical.

Cell phone as inventory... a novel approach, I like it. 

Get my mitts on a candle, there's a burning candle in the room, yet I cannot use the burning candle to light the unlit candle?!

Lunatic in the darkness.  The sound effects accompanying this are almost non-existent, sound is fantastically important in horror games.  Either this is an oversight, or you're saving the more sinister sound effects for later.

Honestly, the voice that told me he was waiting upstairs, prompted me to save the game on the spot. 

I'm playing this game in the bright hours of the morning in a window rather than full screen.  I'm going to have to reconsider that choice. 

Love use of the SD card and having to ration out your candles?!  The idea has such an phenomenal creep factor. 

Turned off the lights, playing the game full screen now.  A different experience!

Got the house key, and got outside... beautiful fog.

Too many clicks to get the candles lit.

Opened the door on the upstairs... conservatory/green house/whatever, experienced the first ending.  Anti-climactic.  It looked like it was just a "wow, was that all a dream" endings.

Giving it another go.

The baby's room is damn creepy.

From main entrance, go left, open the draw, and there are - "Candles covered in GOBWEBS"

I started lighting candles in every room where there was a candle holder, just to see what kind of difference it made.  I was rather shocked to discover that I COULD light two candles in the same room.  How many different times did you have to draw the same background? 



Okay, my opinions about the game overall...

I'm assuming that the wake up in your own bed is the only ending that currently exists, after all this is a beta. 

Work the information from the README file into the game.  Sarah narrates when she's in the car, a few more sentences and the background given in the README file become unnecessary.

I was quickly willing to accept the game-logic of leaving a burning candle in each room, but having the character comment on not taking the candle with her might be appropriate.  (I may be scarred on this regard, since I have had it out with too many fire inspectors not to be squeamish about leaving burning candles unattended.)

The cut scene for the ending seemed like the time to pull out the best graphics, not use some so grainy.  I thought it was well framed and laid out, but the resolution was at an all time low.

I said it before and it bears repeating.  There are several points where whisperings come out of the darkness.  The accompanying sound effects need to be louder.   You're clearly going for a game heavy on atmosphere, but Sarah's footsteps are louder than the monsters in the dark.

After reloading the game I rushed into the waiting arms of the shadowy figure and... I'm teleported away?  If I do something phenomenallly stupid, I expect a suitably gruesome death.   (Yeah, you don't want unforeseeably and random death to mess with the players experience, but just have Sarah some to a complete stop and say something so the player realizes what is going on.)  Right now the specter of death is lurking in the shadows of the mansion, and if you bullrush him, he just teleports you around the mansion, and if you fall through the fall, he takes you home and tucks you in bed, neat as you please.

The music and lighting and atmosphere create a wonderful CREEP OUT.  The villain, however, is a wuss.

Also, the help and question button seemed ill-explained.  I happened to experiment with them and get the specter of death to deliver his lines.  I suspect most people will have stopped using them by that point.

This game has great potential to creep out and scare everyone who plays it.  Take the time you need to get it right.

 - Cogliostro
« Last Edit: 26 Sep 2011, 16:56 by Cogliostro »
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Re: He Watches [FEEDBACK WANTED]
« Reply #140 on: 26 Sep 2011, 16:58 »
Thanks for the feedback Cofliostro!

I'll have to tweak the sound effects, that is true. Quite a few people have noted about Sarah's heavy footfalls and I think I will soften them a bit.

The "hide critical information in the readme" is a design choise, as I don't want to do any of that gameplay tutorializing and backstory explanation inside the game proper. I won't be adding a narrator and having Sarah talk to herself so much is just illogical to me. I'll add a "please read the manual" note at the start of the game, though.  ;)

Cutscene graphics are potentially an area of improvement, although my abilities at creating sprites at a higher resolution are quite limited.

The
Spoiler: ShowHide
"Wake up, it was all a dream"
-ending is not the ending of the game, just the demo. That is when the real game begins, my friend.

Overall I get the impression you liked the demo, despite its shortcomings at this point. I've been gathering feedback for a little while now and aim to keep doing so in the future and so far it seems that people are generally feeling positive, although some people are voicing concern on some aspects.

Anyway, thanks again for the deedback!


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Re: He Watches [FEEDBACK WANTED]
« Reply #141 on: 26 Sep 2011, 17:27 »

Overall I get the impression you liked the demo, despite its shortcomings at this point. I've been gathering feedback for a little while now and aim to keep doing so in the future and so far it seems that people are generally feeling positive, although some people are voicing concern on some aspects.

Anyway, thanks again for the deedback!


Yes!  I liked the demo!  I don't put that much effort if I don't see any potential in the game.

As far as the narrating goes, it is possible to have Sarah give some of the backstory without sounding schizophrenic (i.e. having long conversations outloud with herself.) 

On the other hand, giving your most recent comments and the ending a little more thought, I have to say I'm even more intrigued by what you're planning to do with this game.

 - Cogliostro
« Last Edit: 26 Sep 2011, 18:11 by Cogliostro »
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Re: He Watches [FEEDBACK WANTED]
« Reply #142 on: 12 Oct 2011, 13:47 »
Just thought I'd let people know that there has been a slight delay in the developement of He Watches. I'm taking a few months off of the project to work on something else, as well as to take extra time to improve this game in order to upgrade its quality further. I'm hoping to get the quality high enough to  think about going commercial with this game at some point, but nothing is certain yet.

Anyway, estimated release date is H2 of 2012, be it a freeware release or a commercial one.
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Re: He Watches [FEEDBACK WANTED]
« Reply #143 on: 12 Oct 2011, 14:26 »
I think going comercial with this is a great idea. I played the demo and I think it's a great-looking game with an excellent atmosphere and HUGE potential. It's a shame that it will be delayed, but if it's for taking extra time to improve the game, then take all the time you need.

Good luck with it whatever you decide to do  :)

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Re: He Watches [FEEDBACK WANTED]
« Reply #144 on: 12 Oct 2011, 14:50 »
Hate to hear of the stall but have no doubt you'll get back to it!  When you do (and need/want to update us on it) let me know and I'll unlock it!
Unlock'd!
« Last Edit: 14 Jan 2012, 16:41 by Darth Mandarb »

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Re: He Watches [FEEDBACK WANTED]
« Reply #145 on: 13 Jan 2012, 16:28 »
I am pleased to report that He Watches is back in production! Darth kindly unlocked the thread for me and so I decided to fix the first post (links broken due to A MAJOR OVERHAUL on my website) and bump up the thread once again.

I'll also be posting at least one new screenshot this weekend, along with some new character art, so stay tuned people!

Gods it feels great to be working again...  ;D
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Re: He Watches [Back in production]
« Reply #146 on: 14 Jan 2012, 15:52 »
Since a lot of people have been showing so much interest in this project, I thought I could reach out to the community for some collaboration.
Here is a background with a bunch of empty picture frames:


If YOU want to have a shot at getting a little bit of yourself into He Wathches, fill up one or more of the picture frames with your own artwork following the guidelines given below and send your donation to wham@whamgames.com via e-mail.

Guidelines:
- Picture should not look too out of place in a 1920's or 1930's setting
- I might slightly modify some pictures to maintain certain themes and ideas in the game
- Picture frames can be extended vertically if you wish, but please take dimensions of the room into account
- Some material might not be used in the game or in this specific room in the game, so don't get upset if your painting is not show in-game
« Last Edit: 14 Jan 2012, 15:54 by WHAM »
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Darth Mandarb

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Re: He Watches [Back in production]
« Reply #147 on: 14 Jan 2012, 16:41 »
Really great idea!  Might be neat to mix in forumites' avatars?  Or are you looking for original art?

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Re: He Watches [Back in production]
« Reply #148 on: 14 Jan 2012, 18:32 »
I'd prefer original art, although if people want to get their avatars or similiar icons into the game, that can be arranged in exchange for a piece of original art as well. Some parts of the game take place in more moderns settings, so I can embed such icons and avatars there.
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Re: He Watches [Back in production]
« Reply #149 on: 15 Jan 2012, 01:39 »
If you want to give more detail or have bigger paintings then  maybe when the character looks at the painting the game does  a close up with a dialog box or something?

Although it may be a bit of a cliche perhaps you can have a sinister looking portrait where the eyes follow the character.

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Re: He Watches [Back in production]
« Reply #150 on: 15 Jan 2012, 10:48 »
If you want to give more detail or have bigger paintings then  maybe when the character looks at the painting the game does  a close up with a dialog box or something?

Although it may be a bit of a cliche perhaps you can have a sinister looking portrait where the eyes follow the character.

The close-up of the paintings only works if I can produce a close up of each and every single painting in the game and we are talking of dozens and dozens of paintings in the whole game: portraits, landscapes, recreations of famous pieces of art, etc. I don't think I have resources to do that, so I'm just going with a character-spoken description of the paintings.

The "eyes following player" portrait gag is a bit too cliche for me and I don't think it would fit in this game for the most part. I do have something very slightly similiar in mind, though, so we'll see how it goes. :)
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Ghost

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Re: He Watches [Back in production]
« Reply #151 on: 15 Jan 2012, 12:00 »
The mere idea to include all sorts of references to the community is pretty awesome! Good thinking there, sir!

Re: He Watches [Back in production]
« Reply #152 on: 15 Jan 2012, 12:25 »
The mere idea to include all sorts of references to the community is pretty awesome! Good thinking there, sir!
So how long do you think it'll be till the first blue cup with the text "this is not a blue cup" beneath it will pop up?  ;D

Btw Mucha type stuff is considered or maybe more art decoish?
« Last Edit: 15 Jan 2012, 12:28 by anian »
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Re: He Watches [Back in production]
« Reply #153 on: 15 Jan 2012, 13:06 »
Btw Mucha type stuff is considered or maybe more art decoish?

I have no idea what this means...  :-\
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Re: He Watches [Back in production]
« Reply #154 on: 15 Jan 2012, 13:10 »
I have no idea what this means...  :-\
Aphonse Mucha, google and enjoy.  ;D
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Re: He Watches [Back in production]
« Reply #155 on: 15 Jan 2012, 13:20 »
Googled it, loved it!  ;D
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Re: He Watches [Back in production]
« Reply #156 on: 18 Jan 2012, 20:09 »
I recorded myself drawing a new room yesterday and intended to put it on youtube to show you guys how I work. The recording was corrupted...

Oh well, here, have a new room instead:
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Re: He Watches [Back in production]
« Reply #157 on: 18 Jan 2012, 20:20 »
BOOOOTIFULL!!!!!
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Re: He Watches [Back in production]
« Reply #158 on: 18 Jan 2012, 20:43 »
I would really like to see how you do your backgrounds! Also you know who to get ahold of again when you want beta testing done :)



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Re: He Watches [Back in production]
« Reply #159 on: 18 Jan 2012, 20:56 »
I would really like to see how you do your backgrounds!

If anyone has any ideas how to reliably record a couple of hours of video off my monitor, I will gladly record another drawing session. Camstudio -recorder failed me big time and corrupted the file, so I'm not trying that again.
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Ghost

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Re: He Watches [Back in production]
« Reply #160 on: 18 Jan 2012, 21:51 »
If anyone has any ideas how to reliably record a couple of hours of video off my monitor

Back in the day people woud screencap their progress and write a neat little tutorial. abstauber did a nice one for Shattenreyze once. Recording's fine but screenshots and text would make "learning" even easier.

I totally +1 the idea, by the way. Your style's great.
« Last Edit: 18 Jan 2012, 21:53 by Ghost »

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Re: He Watches [Back in production]
« Reply #161 on: 18 Jan 2012, 22:01 »
I want to do a timelapse video that I can put out on youtube or something. Once I get in the zone of drawing a room, the last thing I want to do is keep pausing to take screenshots and write down comments, especially since I really don't plan or scetch rooms ahead.
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Re: He Watches [Back in production]
« Reply #162 on: 21 Jan 2012, 18:04 »
Installed Camtasia trial version and tested it today. I'll be able to record myself drawing one of the rooms for He Watches in a few days from now. and will post the whole thing on youtube in high-def, along with a link here of course. Look forward to it!
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WHAM

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Re: He Watches [Back in production]
« Reply #163 on: 22 Jan 2012, 08:24 »
Recorded myself drawing a room. Intended for it to be 1080p but Youtube only allows 720p for it. Oh well, maybe you can still see all the pretty pixels.

LINK:

If video is blocked in your country due to youtube being all prissy about the background music: http://www.labnol.org/internet/video/youtube-blocked-video-not-available-in-your-country/2680/
« Last Edit: 22 Jan 2012, 08:33 by WHAM »
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Re: He Watches [Back in production]
« Reply #164 on: 22 Jan 2012, 10:34 »
The articles regarding access to blocked videos is interesting but unfortunately don't work (anymore?).
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selmiak

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Re: He Watches [Back in production]
« Reply #165 on: 22 Jan 2012, 11:52 »
ohnoes, loading 2hs of 720p through a proxy will take a while.
Y U NO USE FREE BACKGROUNDMUSIC?

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Re: He Watches [Back in production]
« Reply #166 on: 22 Jan 2012, 12:05 »
Maybe this will help: http://www.sheeptech.com/bypass-this-video-is-not-available-in-your-country

Y U NO USE FREE BACKGROUNDMUSIC?

I didn't know what to use, and I just wanted to listen to music I like while recording. I'll probably make a sped up version with no copyrighted music in it (I'll use music from WHAMGAMES games).
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Re: He Watches [Back in production]
« Reply #167 on: 22 Jan 2012, 16:00 »
ah, this is the music you were listening to while pixeling. I thought you added it to it afterwards. But a speedy version wouldn't be so bad at all, after 5 mins I just clicked through the whole thing. Still interesting though. Maybe you can even add spoken comments. I use quite the same technique, except I don't care about low color count and don't reuse the colors that often. So Photoshop, why is there no sharp 1px erasor tool?

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Re: He Watches [Back in production]
« Reply #168 on: 22 Jan 2012, 16:23 »
ah, this is the music you were listening to while pixeling. I thought you added it to it afterwards. But a speedy version wouldn't be so bad at all, after 5 mins I just clicked through the whole thing. Still interesting though. Maybe you can even add spoken comments. I use quite the same technique, except I don't care about low color count and don't reuse the colors that often. So Photoshop, why is there no sharp 1px erasor tool?

High speed version added:
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Re: He Watches [Back in production]
« Reply #169 on: 22 Jan 2012, 16:56 »
this need more copyrighted music ;)

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Re: He Watches [Back in production]
« Reply #170 on: 22 Jan 2012, 17:12 »
this need more copyrighted music ;)

Put on the latest Justin Bieber song in the background and you get a nice balance of "sheer horrible" and "awesome pixel art".
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Re: He Watches [Back in production]
« Reply #171 on: 26 Jan 2012, 19:16 »
I've done my first interview as an "indie game developer", thanks to CaptainD!
LINK: http://www.pcgamereviewsandnews.com/2012/01/captaind-interviews-wham-currently.html
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Re: He Watches [Back in production]
« Reply #172 on: 26 Jan 2012, 19:30 »
I've done my first interview as an "indie game developer", thanks to CaptainD!
LINK: http://www.pcgamereviewsandnews.com/2012/01/captaind-interviews-wham-currently.html

Does that make me a "real blogger"?  ;D
 

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Re: He Watches [Back in production]
« Reply #173 on: 26 Jan 2012, 19:31 »
Does that make me a "real blogger"?  ;D

Indeed it does, good Sir. Welcome to internet adulthood, all thanks to my game project!  ::)
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Re: He Watches
« Reply #174 on: 05 Apr 2012, 11:16 »
Hello everyone, still in production, alive and kicking!
I decided to do a three-part set of videos where I draw a new room for the game, with commentary, so you can see how the game is made. It might also serve as a sort of tutorial video for beginners, who knows.

Check out the first part here and feel free to give feedback!
« Last Edit: 05 Apr 2012, 12:28 by WHAM »
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Ghost

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Re: He Watches
« Reply #175 on: 06 Apr 2012, 13:20 »


German-friendly link, plz! GEMA hates my guts!

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Re: He Watches
« Reply #176 on: 06 Apr 2012, 13:52 »
Can't help much there, and youtube is telling me this:
"Your video is still available worldwide. In some cases, ads may appear next to your video. "

:/

I can only suggest you google some youtube proxy sites that get around the country limitations.
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Ghost

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Re: He Watches
« Reply #177 on: 06 Apr 2012, 15:52 »
I can only suggest you google some youtube proxy sites that get around the country limitations.

Ah, that did the trick. Very awesome video; I love all those little details you squeeze into your pixels!

Your desktop wallpaper's pretty weird, though  8)

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Re: He Watches
« Reply #178 on: 06 Apr 2012, 20:41 »
I was digging around last night for something new to play and this has caught my eye - to the point I actually decided to login to my decrepit forum account (whooo). Really enjoyed the demo.

I read through the thread and thought I'd add the thoughts I had while playing, 'cause, why not (though since you're constantly working on the game, maybe some of this has been addressed):

 - Perhaps instead of the "wait, what?" reaction when left-clicking an object that doesn't have a default "interact" action assigned, it could just default back to "walk to"? For me, the most annoying thing about that message is that even though it's not onscreen for very long, it takes away my cursor and doesn't let me do anything else. I can always reach up and hit "." to stop the text, but still.

- There have been some suggestions on how to reduce clicks for lighting the candles - maybe after doing it the long way once, a click on the candlestand brings up a dialogue asking you to confirm you want to place and light a candle? Alternately, if the candle icon comes to be on the main screen, like the lighter, perhaps placing one from there auto-lights it (since it seems you can't pick up a candle once you place it, even if it's not lit).

- It seems odd that you can't take candles or blow them out once placed, but since it's a horror game, and there are spirits causing mischief (I loved hitting the lighter in the nursery and having the little shadow kid snuff it), maybe that could be used to explain it?

I'll definitely be watching this project. Love the art style, and the mood lighting is fantastic. :)
batbrigade -at- gmail

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Re: He Watches
« Reply #179 on: 06 Apr 2012, 22:55 »
I read through the thread and thought I'd add the thoughts I had while playing, 'cause, why not (though since you're constantly working on the game, maybe some of this has been addressed):

Thanks for the feedback, Batsy! Really appreciate it!

Indeed, these have been mentioned and I might as well mention here how I intend to resolve them for now:
- "Wait what" will be replaced, mostly by more informative and descriptive responses, or by a different, less provocative, default response.

- Clicks to light candles will be reduced and the system simplified. Basically you will be able to simply use candle on something and if you have the lighter, you will be immediately prompred (YES / NO) if you want to light it. Reasons for not just having it automatically default to "yes" will be seen later in the actual game.

- I will add explanations and descriptions for the candles to indicate that they are extremely old and brittle, and once you set them in a socket, removing them will simply cause them to crack into tiny pieces, causing the candle to basically disintegrate. Thus, no moving candles around after setting them. The lighter will also be indicated as having a very weak flame that goes out due to the flow of air around it if you try to move while it is lit.


Your desktop wallpaper's pretty weird, though  8)
Yeah, I think I found it on some mysterious porn-site and thought it looked cool enough! ;)

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Re: He Watches
« Reply #180 on: 01 May 2012, 22:23 »
Time to post new stuff. I just finished the basic views for the primary characters of the game, and since I posted many of them on my DeviantArt -page not long ago, I thought now would be a good time to share:

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Ghost

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Re: He Watches
« Reply #181 on: 01 May 2012, 22:44 »
Great overall design, and nice "detail work" on the different characters!

Re: He Watches
« Reply #182 on: 02 May 2012, 12:51 »
Really nice work - looking forward to seeing them in action!  :-D
 

Re: He Watches
« Reply #183 on: 20 May 2012, 13:00 »
Wow 70+ pages of script?? Whooo I loves me a game with a lot of dialog! Makes it seem more like I'm watching a movie than playing a game.
KPop and AGS....................that is my life.

Re: He Watches
« Reply #184 on: 25 May 2012, 03:45 »
Time to post new stuff. I just finished the basic views for the primary characters of the game, and since I posted many of them on my DeviantArt -page not long ago, I thought now would be a good time to share:



Finally got around to checking out this thread Wham...it looks like a really cool game. I'm gonna download the demo and try it. How's it coming along?

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Re: He Watches
« Reply #185 on: 25 May 2012, 06:56 »
The game is coming along nicely. I am currently working on a GUI overhaul to make the user interface easier to use, as well as the near-endless task of making new graphics, backgrounds and animations. All in all progress is slow but steady.
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Re: He Watches
« Reply #186 on: 25 May 2012, 11:39 »
Was bored, so here, have a pretty picture:
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Ghost

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Re: He Watches
« Reply #187 on: 25 May 2012, 12:51 »
I can't stress enough how incredible all the small details are. I know how meticulous you are with your graphics, and it really pays off; the backgrounds are interesting and very "alive". Really adorable!

WHAM

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Re: He Watches
« Reply #188 on: 25 May 2012, 13:04 »
Did you notice that the pool table has just gone through the first break of a game of 9-ball, with balls 1 through 9 as well as the stone still on the table? :D I checked the ball colours so the match real ones.
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Re: He Watches
« Reply #189 on: 25 May 2012, 16:51 »
Did you notice that the pool table has just gone through the first break of a game of 9-ball, with balls 1 through 9 as well as the stone still on the table? :D I checked the ball colours so the match real ones.

Ok dude...you are officially a freak....a freak that I look up to!! So cool!

Ghost

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Re: He Watches
« Reply #190 on: 31 May 2012, 11:12 »
- Update 31st May 2012 - ...
He Watches is going through some changes, and I thought I could list them here, both to explain why the game isn't out yet and what my plans are for the game.

That are interesting news, and I am happy to hear you're taking the plunge with such a promising project! Sounds like a well thought-out plan too, giving away a freeware version and polishing up a commercial one. I wish you the best of luck and will be watching him watching you watching me...  ;)

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Declaration of "Goin' Commercial" has been made, see the first post for details and information.

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« Last Edit: 31 May 2012, 13:38 by WHAM »
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Good decision to have both a freeware and commercial version, even if it means more work for you.
 

WHAM

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Glad to see a positive comment for a first response to the updated situation. I hope to make the game easily available, and yet give the full version plenty of polish so people would WANT to buy it.
My Fortnightly Writing Competition collected works
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arj0n

  • Mittens Vassal
  • art consists in drawing a line somewhere
    • arj0n worked on one or more games that won an AGS Award!
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Good decision to have both a freeware and commercial version, even if it means more work for you.
+1

Tabata

  • mouse-fetishist & smiley-maniac
    • Tabata worked on one or more games that won an AGS Award!
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Good decision to have both a freeware and commercial version, even if it means more work for you.
+1
   

Wishing you best of luck for this new step!

           

WHAM

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Yay! My thread has been graced by Tabby's smiley parade! :D
My Fortnightly Writing Competition collected works
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Wham, I played the demo the other night and I got to say, as a veteran Adventure Gamer (I may not have been in the forums long, but I've played them since before I could walk) this is well worth a commercial release AND worth the money to buy it. There is such attention to detail in the game from the backgrounds to the music and the overlaying mist/fog, it's all really well done. My only wish is that it had voice acting...but I'm somewhat partial for personal reasons (hint hint, nudge nudge...PM me when auditioning  (laugh) ). Otherwise I am excited as a fan AND excited to see you succeed! Congrats!

WHAM

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    • WHAM worked on one or more games that won an AGS Award!
    •  
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Glad to hear you enjoyed the old demo. A lot of the things in the demo are being improved and I hope to release a small tech demo to showcase the new improved GUI withing a week or two, so people can see what sort of progress is being made.

Voice acting there will be, in the full version, of course! However I will be looking almost completely for English / Scottish voice actors as the game takes place in northern Scotland. Thus I fear an American voice actor might not fit in the crowd too well. ;)

Anyway, I'll keep you in mind for future projects, I have a sort of a personal rule that a game should always have voice acting unless it would somehow ruin the game's atmosphere (or if the project has a ridiculous deadline, like a MAGS project).
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NickyNyce

  • ready...FIRE...aim
    • NickyNyce worked on one or more games that won an AGS Award!
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I was wondering WHAM, will you be releasing this freeware version at the same time as the commercial release?

I'm guessing the freeware version would be released after the commercial one, and if so, how far apart?

I know you make games for the pure enjoyment of doing so, but has the thought crept into your mind that the freeware release might hurt sales?

Just a few questions, hope I'm not putting you on the spot here.

Hmm... interesting, I was thinking the exact opposite - that the freeware version would come first, raise awareness of and interest in the game, and that the "proper" version would then come out a month or so later.

Tomi, are you planning on having the freeware game IDENTICAL in terms of gameplay?  That, to me, would be a bad move.  Not that major swathes of the game should be missing, but apart from having a voice pack etc there should be some extra motivation for people to want to play the full game (as with The Journey Down having extra locations, characters as puzzles as well as better graphics and a voice pack).
 

Voice acting there will be, in the full version, of course! However I will be looking almost completely for English / Scottish voice actors as the game takes place in northern Scotland. Thus I fear an American voice actor might not fit in the crowd too well. ;)

Well here's my response to that Wham!  8-)

http://archive.org/download/mcmanusmcmanus/McManus.mp3

WHAM

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    •  
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I was wondering WHAM, will you be releasing this freeware version at the same time as the commercial release?
I'm guessing the freeware version would be released after the commercial one, and if so, how far apart?

Since release is still quite some time away, I haven't thought about this too much yet. My original idea was to release both versions simultaneously, but now that you mention it, delaying the free version might not be a bad idea. Will think about it some more when the release is getting closer.

I know you make games for the pure enjoyment of doing so, but has the thought crept into your mind that the freeware release might hurt sales?

Yes, it has. However, I am rather hoping that people will prefer buying the full game if only to support the adventure gaming as a genre, as well as to be able to enjoy the extra music, sounds, voice acting, artwork, cutscenes and such.

Since this game project was started with a freeware game in mind and I got a ton of help for making it from the forums, I feel I need to give something back to the adventure gaming community and that's why I want to release the free version as well. To contrast this, I want to make the commercial version so much better that as many people as possible feel that the purchase is well worth the price.

Just a few questions, hope I'm not putting you on the spot here.

Not at all, I like answering questions! :)

Hmm... interesting, I was thinking the exact opposite - that the freeware version would come first, raise awareness of and interest in the game, and that the "proper" version would then come out a month or so later.

There will be a new demo released, as well as some other marketing material (possibly an updated website and a gameplay trailer on youtube with samples of music, voice acting etc) to promote the game prior to release.

Tomi, are you planning on having the freeware game IDENTICAL in terms of gameplay?  That, to me, would be a bad move.  Not that major swathes of the game should be missing, but apart from having a voice pack etc there should be some extra motivation for people to want to play the full game (as with The Journey Down having extra locations, characters as puzzles as well as better graphics and a voice pack).

Oh yes, some secrets, details and possible endings might not be available in the free version, but I can't tell you about all of them, now can I? I need to keep some secrets...
The main idea of the free version is to provide, for free, a coherent and enjoyable experience, that anyone can pick up, play and, most importantly, enjoy for free. My little contribution to the adventure gaming community, you see.

Well here's my response to that Wham!  8-)

http://archive.org/download/mcmanusmcmanus/McManus.mp3

Oh wow! :D Well, I'll have to compare you to some locals, since I am hoping to travel to Scotland to gather some inspiration and talk to some locals later this year, and see what sort of voice actors I can come up with.
My Fortnightly Writing Competition collected works
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WHAM

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Added a little title-screen sort of affair on the front page.
Nothing much new to report, doing steady progress, but a lot of work remains to be done before I will have anything concrete to show. And besides, don't want to show you guys too much, eh? ;)
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Re: He Watches
« Reply #204 on: 05 Jun 2012, 12:46 »
I was kind of bored so some good luck fan art  :grin:

I just didn't know what was exactly on the shirt, so a tf2 logo was my best guess.
« Last Edit: 05 Jun 2012, 12:49 by Anian »
I don't want the world, I just want your half

WHAM

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Re: He Watches
« Reply #205 on: 05 Jun 2012, 12:51 »
Sweet and awesome, Anian! Thank you! :D
Although I still won't add a flashlight into the game, despite the cool fanpic. ;) Or maybe I will... Who know? HE does! Mwahahahahaaa!

...

No, seriously, this is one of the most awesome things I've ever seen, I don't think I've had any "fan-art" done based on any of my stuff before. And you even copied the window design from the game!
My Fortnightly Writing Competition collected works
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Re: He Watches
« Reply #206 on: 05 Jun 2012, 21:52 »
I was kind of bored so some good luck fan art  :grin:
]
I just didn't know what was exactly on the shirt, so a tf2 logo was my best guess.

Wow...this is amazing, and what a complement! Great job Anian!

Xyzzy

  • Grue-In-A-Box
Re: He Watches
« Reply #207 on: 26 Aug 2012, 09:22 »
I came upon this game by accident while browsing YouTube. I am new to AGS but to see such visuals and mood in a fan-made game made me curious. I really like how you use light and shadow, and the scenery is very good. In some of them I can just imagine the (ominous) background sounds! It brings back memories of playing Lurking Horror. I am a bit surprised that the main character is a young woman, though; I would have expected a male lead to fit the "genre" (Victorian era-inspired horror).
I hope to play this game soon!

Some questions (I hope they are not out of place): I do not know much about the "Slender Man" mythos (only that it isn't a real "myth", just an internet meme). Do I need to know about it to understand the game? Are there any games similar to this in the AGS game section that can be recommended?


WHAM

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Re: He Watches
« Reply #208 on: 26 Aug 2012, 12:04 »
Some questions (I hope they are not out of place): I do not know much about the "Slender Man" mythos (only that it isn't a real "myth", just an internet meme). Do I need to know about it to understand the game? Are there any games similar to this in the AGS game section that can be recommended?

Questions are always welcome in this thread! :)
Can't say if there are any similiar games, although I do recommend the Trilby games (5 days a stranger, 7 days a sceptic and so forth) as they have been very much an inspiration for me and are some of the best AGS games I've seen so far.

As for the other part of your question:
Spoiler: ShowHide
The Slenderman mythos, or at least a variation of it, has also been an inspiration for this game, but I try not to just pick up and re-use ideas made by someone else, so I've written my own little mythos for this game and it's variation of the Slenderman, and thus no knowledge of any other variation is needed.
My Fortnightly Writing Competition collected works
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Xyzzy

  • Grue-In-A-Box
Re: He Watches
« Reply #209 on: 27 Aug 2012, 09:09 »
Thank you very much for the information. I will try out the Trilby games (I think I have heard them mentioned somewhere already). Good luck with the game proper!