New AGS horror adventure, crowdfunding campaign page... :)

Started by KyriakosCH, Fri 12/08/2016 16:23:10

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KyriakosCH

Hey, those are NOT the full background!!! Just frames (rendering at this pace would take a lot of time to show the full background, but all backgrounds in the game are 640X400 :D

For example, this one:



exists in this room in-game:



Moreover the top pic is part of the intro, so the room is seen from a different camera angle as well (one following/locked to the player) :)

A clearer example (utterly same background) is this start-of-the-game frame (entering the main hall) :



which in-game has this as the background:



Other than special cinematics, there will be a character-only walking/generic circle as well, but many sequences in-game use special renders of animations.

:)
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Stupot

I really like the look of this project and I wish you all the best, but I've got to agree I think you have rather jumped the gun with the crowdfunding campaign. How much time off work is $500 actually going to buy you? If the money was for something specific (say, entry to a competition), more people might be willing to back the game. As it stands, though, this game is just one item in a healthy list of nice-looking freeware AGS games in development. And for that reason, as they say on Dragon's Den, I'm out.

KyriakosCH

^No worries, and i agree with what you said :) For me - and Chris, the sound composer- the fundraising test is more of a testing of the waters to see if we can focus more full-time on the game. On my part i certainly cannot easily afford to allocate the added time without some sort of backing -- although i will try to finish the game either way, ideally it would be great if i could be helped with the funding :)

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KyriakosCH

A form of self-hypnosis enables you to keep returning to a location you call "The red wall-paper apartment". In the pic you can also see the player character as is in-game, for moves there are heavily orchestrated in Blender (mostly so as to avoid lighting issues with a cut-off sprite) :)



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Mandle

So you are rendering the player character's movement in Blender with the lighting and animating/moving the sprites one by one manually to show movement instead of using the AGS function of moving the player character?

That is a LOT of work, but if done well will result in a very beautiful finished product...

Of course, it limits the player's movement zone, but in a story-driven game that doesn't really matter...

Just be sure though to NEVER have a single frame off by even a single pixel, as that spoils the illusion for the player forever...

I've seen this kind of "jumping" in almost every indie game that attempts this method and, for me at least, it ruins the entire experience...

If I misunderstood what you are doing though, please disregard this post...

selmiak

Thanks for taking the criticism seriously and updating the campaign page and the pitch video, this looks more like a campaign for a game now. Normally you do this before even starting the campaign, but if you ever decide to do some crowdfunding again for maybe evenmore money you know this beforehand now.

KyriakosCH

Quote from: Mandle on Thu 18/08/2016 16:13:29
So you are rendering the player character's movement in Blender with the lighting and animating/moving the sprites one by one manually to show movement instead of using the AGS function of moving the player character?

That is a LOT of work, but if done well will result in a very beautiful finished product...

Of course, it limits the player's movement zone, but in a story-driven game that doesn't really matter...

Just be sure though to NEVER have a single frame off by even a single pixel, as that spoils the illusion for the player forever...

I've seen this kind of "jumping" in almost every indie game that attempts this method and, for me at least, it ruins the entire experience...

If I misunderstood what you are doing though, please disregard this post...

Pixel editing won't be an issue -views allocated to same-size and starting pixel sets of screens/animation- (and yes, you are of course entirely right about the nuances there ;) ). I think that at least in this first chapter of the game it will be far easier for me to blender-render all possible movement paths, which obviously will mean you can't stop *everywhere* by just using the 'walk' option, but it won't matter in the game, since it is indeed almost entirely story-driven.
That said, you can die, and you can end up in a different situation if missing serious understanding of what is going on (which you get by solving riddles, mostly). :)

At least in the red-wallpaper room, moves are all rendered. Maybe in some of the asylum rooms i will use the regular AGS sprite movement for the main player ;)
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KyriakosCH

Entering the corridor in the dream-apartment :)

(to be reworked (laugh) )

In-game the screen uses the full room (640X400 as always), but this is just the animated rendered frame ;)
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KyriakosCH

Main clinic corridor -- and if you want to help our campaign, now would be a good time to do so given we have been sort of stuck at $20 for a few days now :=



https://www.indiegogo.com/projects/the-dancer-with-six-legs-new-horror-old-fears/x/13826467#/

https://www.patreon.com/Kyriakos

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KyriakosCH



Part of the intro (frame placed onto a 640X400 layer).

Part of a cinematic (pick up key)

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KyriakosCH

A screen from the actual moving of the tower on the chessboard room ;)

Part of a riddle.

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