Adventure Game Studio

AGS Games => AGS Games in Production => Topic started by: Cogliostro on Fri 15/10/2010 16:02:33

Title: Nine Hours to Dawn
Post by: Cogliostro on Fri 15/10/2010 16:02:33
"Nine Hours to Dawn" is about five strangers who - due to a car accident - find themselves trapped in a cabin, in Northern California, during a storm.  As they try to survive the elements and each other, they become increasingly aware that the cabin is haunted.

The game I originally designed was HUGE!  I finally admitted that's an awful way to begin a project, and thus I created this prequel.  It's given my main character a lot more background and has allowed me to get familiar with AGS. 


(http://www.kengott.com/screen1.JPG)

(http://www.kengott.com/screen2.JPG)

(http://www.kengott.com/screen3.JPG)


*********EDIT *********

- graphics 100%
- puzzles 100%
- scripting 100%
- music 100%
- sound 30% (I *MIGHT* go back and add more sounds.)
- story 100%

The beta testers are going over the game now... should be released in May.

*********************

This game annoucement thread turned into a development  thread.  So if you're at all interested in downloading and playing the game.... you probably don't want to read any further.

EXPECTED RELEASE DATE: FRIDAY THE 13th!!

- Cogliostro
Title: Re: Nine Hours to Dawn
Post by: Tabata on Sun 17/10/2010 03:26:34
Whow - cool stuff so far.   8)

It's my first report like this, but I'll simply try to tell you, what I „found“:

Spoiler
~ after reading the „Read Me“ in the main menue (little typo within the description to quit) you don't get back to main menue but to the very beginning
FIRST HOUR:
~ in the screen, where the last selected item is shown, there always is a notebook, even if i selected an other item from inventory
~ two times I first thought, that the game crashed, but it was only decreased, could be found still in the taskbar and it was possible to go on
(1. Jack returning from car and in front of the house, when he has to go to the tree. 2. After Jack took the axe)
SECOND HOUR:
~at the shed, using the hand-icon on generator will still popup the text about closed door with padlock
~ icons in inventory overlap
THIRD HOUR:
~the text in green letters at a „green room“ is very difficult to read
~ inside the house the biggest wall isn't ready yet, is it (no window - everything is black)?
~ hadn't realised, that I try to catch a ghost, until Jack wouldn't use the couch an told it
I nearly got a heart attack coming in the dining room ;-) suuper
~ Jack leave the bathroom after „Jesus ...“ automatically
~ wc is defined as bathtube
FOURTH HOUR:
~ looking at the point in the bathroom, the mirror has been before has the same effect, than with Jack (but there is no mirror, so mayby that's not right?
~ after taking the cup, yoand using the cupboard, there is a new cup appearing
~ outside, looking at the broken window, he's talking about „... the window I broke...“, but it was Jack (same with the tree)
FIFTH HOUR:
~ teenager is longer, than the bed (legs lying in the air)
~ poster's not ready ... but the room isn't ready, isn't it?
[close]
Hope that is, what you wanted, because normally, theese are no big errors to mention.

Maybe already some things have to be like this, so it's up to you to decide.

I'd like to say, that style and graphics are well and you should go on with making this game. The characters of the persons are individual, the movings are smooth and playing the game, gets you in the right mood for the story. The gamer always wants to go on in the story and so in my opinion you should - no you have to complete your game.  

So please do, will you?  :D
Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Mon 18/10/2010 00:43:37

Tabata -

THANKS!  This is EXACTLY what I needed.  I've been staring at the screen so long I can't see the mistakes any more. 

Of the mistakes you mentioned, only the NOTEBOOK was intentional.  And of course, HOUR 5, as you could easily tell, was barely begun.

- Cogliostro


Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Mon 18/10/2010 19:14:08
Okay, I cleared up all of the problems that Tabata found, and uploaded the newest version.  If anyone else wants take a peak, I'd appreciate that. 

I will be finishing the game.

- Cogliostro
Title: Re: Nine Hours to Dawn
Post by: Tabata on Mon 18/10/2010 21:50:51
Quote from: Cogliostro on Mon 18/10/2010 19:14:08
I will be finishing the game.

Yeah - thank you Cogliostro!

How did you make all those changes so fast? Whow! - The game will be ready in some days like this  :o

It's a strange feeling to note all those little things (like being very petty), but...

you get what you want  ;)

So, here we go again ...
Spoiler

~ Ahh, now the notebook works and also the inventory is right!

~ Astrid:
I didn't see it, when first playin', but the pic, when talking (I like the look of her) it seems to me, she lost one of her incisors?!

~ Entering the house:
The screen to inform about starting the second hour is now to be seen only for about a second.

~ Mainroom:
Now the „black wall“ looks much better and I can realise, that it is a big window (the lightning placed there was a cool idea - looks really good).
To be outrageous: Do you think, it's possible to open the screen a bit more? The walls inside this room seems to be much to high (because there is a second floor already) and if you watch the house from the outside, then the mainroom can't be that high - only my impression.

~ Now even I'm able to understand, that they are watching the video (silly me). Good idea to place a conversation there (for people like me). Shouldn't the window get the same change there?

~ acting as/with Sal:
The mirror in the bath can't be seen - maybe a simple frame should do it.
It seems a little strange, that he has the same feelings about the forest, as Jack.
Looking at the broken tree:  not him, but Jack needed the axe
Using the broken window : he never took something out before, so you should remove the word „else“
Looking at the generator: it wasn't him got this running, but Jack

~ acting as/with Astrid:
She shouldn't be able go to the mainroom, because if she talks to those sitting on the couch, a dialog with Jack (who is in the bath) is running. She also can go out, but has no „meaning“ about the things around.
[close]

Oh yes -  I LIKE THIS GAME!
Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Tue 19/10/2010 19:06:04

Okay, I just uploaded the most recent changes.  But I won't be able to do any other updates for a week or so.

There are currently four different characters that are controlled at different points during the game.  Most people should be able to complete the part I've done in an hour or two.   I'm hoping I've made a game that's heavy on atmosphere and character development.  Currently the puzzles are on the easy side.  Though I've planned a few tough ones near the end.

Tabata - Please keep commenting on the petty stuff.  Sometimes it's things I've forgotten to do - like the main room in the cabin.  Other times its stuff I completely overlooked.  Either way, the little things help build atmosphere and that's what I'm after.

- Cogliostro
Title: Re: Nine Hours to Dawn - Beta Testers Needed
Post by: Cogliostro on Thu 28/10/2010 18:17:38

Upgraded the pictures, added a few rooms, a lot of inventory items, completed Hour5, part way through Hour6. 

- animation 50%
- graphics 70%
- puzzles 80%
- scripting 70%
- music/sound 90%
- story 90%

- Cogliostro

Title: Re: Nine Hours to Dawn - Beta Testers Needed
Post by: Tramponline on Fri 29/10/2010 02:47:52
Very nice! I really like it so far Cogliostro.

Especially, I've to agree with Tabata, the part...
Spoiler
...during the camcorder recording sequence, while entering the dining room freaked me out quite a bit! Really well done!
[close]

some minor stuff I've found:
Spoiler

- 1rst time with Jack in the (illuminated) living room:
  The description of those two doors reads 'kitchen' and 'dining room'. (which the player actually doesn't know yet)
  Later on in the game it just says '(It's) a door'(or sth. similar?)
  Might be more logical to reverse those descriptions?

- while playing with Sal (Fourth Hour?), I wasn't able to go back to the living room through the connecting kitchen door for some reason

- (with Astrid in the dining room) I was able to observe both paintings at the same time --> zoom on both paintings overlapped, which was kind of awkward (not sure if that is true for all playable characters?)

- (Astrid, hunting for the tuna) While standing in front of the house and trying to walk to the left side of the house (swing & generator) I received a message saying: "That's not the way to the cars.". This message got stuck, didn't vanish even after several mouse clicks, and I had to reload a save game.
[close]

One question though: All characters seem fairly 'clear cut': the 'prick', the 'intellectual', the 'airhead' etc.. As I don't know your concept for further events in the game: is that intentional, to break with certain clichés of stereotypes later on in the game?
Please don't get me wrong, I'm only asking because you've mentioned character development as one of your focal points and to achieve this IMHO it is quite important that we care about those characters. And it is by far easier to care about a protagonist if he/she doesn't stay one-dimensional, as in "too prickish", "too airhaded" and so on...?  

Anyway, really looking forward to your next update, to get spooked again! :)

Title: Re: Nine Hours to Dawn - Beta Testers Needed
Post by: Tabata on Fri 29/10/2010 19:45:16
Hello Cogliostro,

here I am again and before starting:
You did very well changes and also the extensions are very good for the right mood!

Now here is, what I have for you now:
Spoiler

2ond h:
~ in the sheed
  using hand-icon gives you descriptions of the things, that I would expect by using the look-icon (should be something like „.... no need to carry that all around ...“) and using the look-icon on the can will get it directly in inventory (not shure if you wanted it that way, therefore I mention it here)
~ notebook
  after solving this task, the text is still the same (maybe for example change it in „... well done, why not go back now ...“?)

3rd h:
~ about Tramponlines post
  the descriptions of the doors during watching the video is okay (in my opinion), because the ghost-hunter  may know the rooms already (in my eyes it isn't Jack - or has he cut his hair?)

4th h:
~ just great

5th h:
~ Astrid talking to Geordy:  â€ž... get you to a hos(p)ital at first ...“
~ after leaving the house there are some bugs where you will get stuck  (same point, that Trampoline noticed already) - only possibility is abord key and some very little chance to let appear the bar on top of the screen for quitting! It's the same result in the following scenes: going to the right in front of the house; in forest when trying to go back to house (without have been to the cars);  in forest when trying to go back to cars (after being there) - the message appears and then there is no chance to do anything successfull
~ going back in the house Astrid still has her jacket on and when leave again she wants to put it on

6th h:
~ description of flashlight in inventory is missing
~ the notebook isn't usable
(not yet, I think - but you're still working on this „hour“, right?)
[close]

Hope this helps a bit ~ see you again one (or more) hours later.  :D

Also thanks for already being mentioned (even if I'm still trying to fullfill my „new job“)! :-*
Title: Re: Nine Hours to Dawn - Beta Testers Needed
Post by: rascal on Fri 29/10/2010 22:20:11
Nice game!

The hotspots on all the items are very easy to find and apply, but the one on the interaction hand and the eye are a bit dodgy...

What occurred to me while first playing with Astrid:

Spoiler
I just walked upstairs and met the girl, didn't go outside at all, didn't meet any animal, and finished the sequence anyway. Still, all the game characters talked about her encounter with the animal. I guess it's not really meant to be like this, or is it?

[close]
Title: Re: Nine Hours to Dawn - Beta Testers Needed
Post by: Tramponline on Sat 30/10/2010 15:55:53
Quote from: Tabata on Fri 29/10/2010 19:45:16
Spoiler
3rd h:
~ about Trampolines post
  the descriptions of the doors during watching the video is okay (in my opinion), because the ghost-hunter  may know the rooms already (in my eyes it isn't Jack - or has he cut his hair?
[close]

Of course you are right Tabata. I seem to have confused the time segments & character I was playing. Consider this point redundant. :P

About the hand/ eye cursor: As rascal mentioned, at some points it is quite difficult to postion those cursors over objects, especially if they're fairly small. Maybe adding a reference pixel to each cursor would be of great help as to know how/where to position the cursor over an object to trigger the interaction.   
Title: Re: Nine Hours to Dawn - Beta Testers Needed
Post by: Tabata on Sun 31/10/2010 08:46:10
Hi Tramponline,

no problem at all - the more testers, the better for Cagliostro to choose/decide, what might need a change.

I just try to take the little part of those kind of gamers which sometimes do unthinkable actions (like myself  ::)).


Happy Halloween to all of you!
Title: Re: Nine Hours to Dawn - Beta Testers Needed
Post by: Cogliostro on Mon 01/11/2010 18:58:34
Trampoline -

That heart-attack-in-the-kitchen even caught me!  And since I knew it was coming you'd think I'd be immune to it. 

In order to give each character their own voice, I used stereotypes, but, I have to admit, somewhere along the line I forgot I did that.  So, thanks for the reminder.  I'll have to make sure that those characters who have an epiphany/revelation/near death experience (and who survive) will break out of that stereotype, at least a little.  I believe I even started to do it a little.  In the brief period between storming out on everyone and being possessed, Sal expresses regret for being such a prick.

Catching bugs and typos is great, but watching for story and character development points is awesome.  So, again , THANKS!

One question for you, during the 3rd Hour / Camcorder / Greenscreen: The ghost hunter is definitely *not* Jack.  The ponytail was supposed to clear that up.  Did you think it was?  Or was that a typo?


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

Tabata -

EYE & HAND icons in the shed....  I used the any-click command in the shed and didn't give it any thought at the time.  My typical game-play says that if I walk into a room like that I take everything the game will let me and move one.  Clearly I should go back and add some details.

3rd Hour / Camcorder / Greenscreen: You're right, the ghost hunter is definitely *not* Jack.

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

Rascal -

I hadn't given the hotspots on the icons any thought, but I'll clear that up this week.

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

Everyone -

Thanks for catching all the bugs.  I have been immersed in creating the 2nd half of the sixth hour.  Since I deviated from the standard point-n-click format to create something that should generate a lot more tension.  As a result the 6th hour is at least twice as long as any of the others.  That's about all I can say without spoliers. 

Question 1: One tester has pointed out that immediately after the accident I jump ahead to the point where   Gordy's leg has already been bandaged.  Is everyone okay with this?  I idea was to skip ahead to character-developing scenes.  Does this work, or should I include a bit of dialogue about patching up Gordy's leg?

Question 2: Should more of the game have "look" and "interaction" respones?

Next udpate should be posted by the end of the week.

- Cogliostro
Title: Re: Nine Hours to Dawn - Beta Testers Needed
Post by: Tramponline on Mon 01/11/2010 20:34:54
Glad to hear Cogliostro, looking forward to the 6th hour!

No worries, as Tabata pointed out as well, the ghost hunter and Jack NOT being one and the same person is quite obvious (...except if the Greenroom sequence is a schizophrenic projection of Jack's twisted mind, the ghost hunter being his alter ego in this collateral dimension of his mental reality?...nah! :P)

The truth: ...while posting, I was just too lazy to restart the game and re-check the notes I jotted down with each time segment...meh ::)

What I hinted at was:
I realized the player encounters the observation "It's a door" quite frequently throughout the game so far (except in the 3rd Hour) .
Changing the tag from "It's a door" to e.g. "The door to the shack"/ "That's the kitchen door"/ "That's the door to the dining room", after visiting those locations would serve a double purpose in my opinion.

As a mental note of the character it helps to enhance the level of immersion for the player, I think (in a sense of: "I have been there/ I know this place/ I become familiar with it" etc.)

At the same time, the heightened sensation of the player's "being there" ("the house/world" acknowledges my presence/ my being there) might help to reaffirm the mood of impending danger and threat.
Just a thought...and sorry for rambling! ;D

tramp    
Title: Re: Nine Hours to Dawn - Beta Testers Needed
Post by: Tabata on Tue 02/11/2010 00:14:15
Hello Cogliostro,

first about your questions:

1.)The only irritating point for me ('till now) has been in the first version, when the video-sequence starts without me knowing, that we are watching a video  ::) - but you directly solved that nicely.
It didn't interfere me, that Geordys leg already has been bandaged. I just noticed one injured person at that point. In my opinion there's no need for an extra dialog about the first aid. Of course it can be done, if it is urgent to know, who did it (and why not one of the others). So right now I'm okay with it, as it is.

2.)The number and also the kind of existing "look" and "interaction"-responses is sufficient for me to understand the game and the people. There are only some little reactions, which could be done a bit more specific from the one, who is on the run (especially, when talking/thinking about something, which has already been used/watched from an other one). Like you already did it for example about/in the forest, the books ... .

It's not neccecary but could be done a bit more just because of your personal target to point out the difference (and change?) of every character during those nine hours. It's difficould for me to explain in english.  :-\ Maybe an example will do better: Also about obvious stuff, Sal could react more rude, like „You're wasting my time!“ „Can't you see it by your own?“  „Are you serious?“  „I ignore, open your eyes!“ ... to get even more into his mood. This way for everyone of the others depending on their individual settings. But that's only a possible extension, not an important one.

I agree to Tramponline that it could be possible to become part of the game more by using the terms, he suggested. I think, that's a very good idea!  8)

C U

Tabata
Title: Re: Nine Hours to Dawn - Beta Testers Needed
Post by: rascal on Tue 02/11/2010 20:22:11
I'm all for Tabatas suggestion that the player's sense of playing with different characters would massivley be enhanced if they delivered different descriptions when looking at objects.

I actually think his suggestions for Sal are pretty good. I don't have a clue how hard it'd be to implement this feature, though.
Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Wed 03/11/2010 18:15:43
I  planned to have everyone describe objects and things differently.  In some cases peoples basic reaction will over ride this.  So, some things get simply labelled: "Door to kitchen"  or "It's a *MASSIVE* window."

In most cases I _thought_ I let people's personalities come thru with the description.  One object had three different description depending on who was looking at it:

Ghost Hunter =   "I'm here to hunt ghosts, not cook!"
Sal = "Cooking is women's work."
Jack = "I'm convinced the stove runs on the same propane as the heater."

If I'm getting you guys correct, I need to INCREASE how many spots/objects can be looked at, and make sure that I vary the descriptions for each person.

UPDATE: I just changed the icons, and finished including the Pixel Perfect Collision Detection which leads to this teaser/spoiler:

Spoiler
  This adventure game will include a life-and-death version of hide-n-seek.
[close]

Should be done by Friday with the sixth hour.

- Cogliostro
Title: Re: Nine Hours to Dawn - Beta Testers Needed
Post by: Tramponline on Thu 04/11/2010 04:49:35
Didn't see your questions, your editing & my posting seem to have overlapped:

Quote from: Cogliostro on Mon 01/11/2010 18:58:34
Question 1: One tester has pointed out that immediately after the accident I jump ahead to the point where   Gordy's leg has already been bandaged.  Is everyone okay with this?  I idea was to skip ahead to character-developing scenes.  Does this work, or should I include a bit of dialogue about patching up Gordy's leg?

In my opinion definitely the latter, as it is a very neat and unobtrusive opportunity to introduce all characters. You could e.g. implement a simple dialog puzzle in order to be able to aid Gordy. (situations of "crisis", however small, are always a great opportunity to show off human character traits)

Quote
Question 2: Should more of the game have "look" and "interaction" respones?

Let's put it this way: it's good way of enhancing and conveying atmospherical cues, to get the player 'on the edge" so that your shock effects have the most impact. (For example emphasizing how lonely and desolate this place is geographically & so on)

Just re-checked first two Hours, I don't think there're not enough responses actually.

A few more things:
1st Hour:
- looking at the 'swing' + comment quite difficult - probably because it's moving? no eye interaction on seat.
  (To be honest, the swing looks slightly awkward as it's angle would be like that during a raging hurricane. Besides, I think it would be far more atmospheric, if it was moving only from time to time and in a much slower motion - it's kind of hectic right now and  slightly kills the ambience)
 
- standing in front of the house, it would be nice to still be able to observe the door seperately, because:
Spoiler
...to be able to use axe on door while standing in front of the house (Jack walking there and opening the door would feel more natural, as the door is in plain sight.)
[close]

2nd Hour:
- illuminated living room: during discussion SAL passes in front of couch but BEHIND the two people sitting on it.

- generally: In front the house, on it's right and left side: you can see the shed and swing-area respectively, however clicking there you always end up walking towards the house. Walking to the house should be confined to the house itself?      
Title: Re: Nine Hours to Dawn
Post by: limbo on Thu 04/11/2010 14:58:28
This is a copy of the original beta test report
« Sent to: Cogliostro on: 30 Oct 2010, 11:50 »
Several issues have since been discussed and addressed, why Cogliostro asked me to post the report here aswell, even though it's a long post.

By now, I trust everyone reading this thread has completed the game up til hour 4, why I make this post without spoilers, to make it more easily readable.

----


Beta test report
================

This is a game beta test of Nine Hours to Dawn, as downloaded from http://www.kengott.com/9Hours2Dawn.zip on GMT 29 Oct 2010 22:47:52. This report covers the first part of the game until hour 4.

Each comment starts with a problem graded from 0 to 7, as explained below. The next row refers to a certain room, cut scene or other screen, suitably named for easy reference.

Please bare in mind that I don't intend to be a know-it-all, but when I go into test mode I tend to pay attention to the details and turn to looking for problems. Most comments can be disregarded, and you will still have a nice game. What makes a great game, however, is when all the details are there aswell.

If there are comments graded 6 or 7 I suggest you address them first, as they involve game freeze or game crash.

Limbo


Grading
-------
0 - Encouragement
1 - Suggestion for improving
2 - Minor flaw or bug, not noticeable to most users
3 - Minor spelling, language or interpunctuation issue
4 - Issue noticeable to most users
5 - Loss of coherence or continuity or other story related issue
6 - Severe problem, not involving game freeze, crash or player getting stuck
7 - Problem causing game freeze, crash or player getting stuck

Summary
-------
Overall, the first part of this game contains very nice foto graphics, great computer graphics and great animation graphics. Also, the language builds the story to make it interesting, giving characters character. At this point I cannot make an assessment of the plot. That would have to wait until I have played more of the game. I haven't really thought about the music, which usually means that it is suitable for the scenes. This is a good sign.

In the first three chapters, intro and splash screen the following number of the various issues occured.

Grading   number of comments

   1       2
   2       6
   3      18
   4       1
   5       3
   6
   7       1 - game crash issue

SPOILER ALERT FOR THE REMAINDER OF THIS POST


Comments
--------
2
Intro screen
drop-down menu active and cursor displayed as "waiting"

0
Good that there actually is a Read-me with instructions

0
Really nice graphics!

1
In contrast to the very nice graphics, the dialogue-boxes look a bit dull. I think the impression would increase significantly with a layout of your own, and it's easy to do, too.

3
Intro dialogue (box number 18)
"... I saw the car on the side of..." should be "... I saw a car on the side of..." Nothing suggests, even after playing into chapter 4, that there should be anything special about this car.

3 and 5
Intro dialogue
(box number 22, also 24)
"perky blond" should be "blonde" ? But she looks like a red-head

5
Dialogue after car crash
Too controlled reactions to be beleivable. Need something more before either in dialogue or some explaining text box so you understand that some minutes has passed with shocked people. Also seems strange that people already seem to have assumed their roles, pointing out who's the know-it-all etc. For all we know the people of the different cars have only just met eachother.

3
Forest path after accident
-(First dialogue box): Missing interpunctuation. "You this is all your fault!" Should have a comma or exclamation mark after "You"
-(Third dialogue box): "rear end" should be "rear-end" since it's a verb [e.g. http://www.yourdictionary.com/rear-end]. Also sentence should end in question mark.
-(later, same dialogue): "taillights" should be "tail lights"
-(...): "Hey, guys, remember me, the guy with the broken leg?" Suggested new interpunctuation

2
Arriving at house
The last couple of persons just vanish simultaneously. You don't see them enter the house.

3
On veranda
"Like I said, a real dump." Missing finishing period.

1
On veranda
"... part of nature!"  Capital N?

2
Generator site
-Baseline issue when walking left of the small red house

3
Car crash site
-Get car: "carjack" should be "car jack". Otherwise it refers to carjacking.
-Also in anouncement box for addition to inventory it says "CARJACK".

2
Forest path
I find it a bit annoying when you leave a room in two, as seen in the scene, totally different directions, and end up on the same spot in the same room. For instance
-Forest path after accident: South->Car crash site, West-> ditto


3
To exit rooms to the south you need to click awfully close to the edge of the screen. This time I played in a window, so I could write these comments, and I often clicked off window going south (no pun intended).

7
Outside shed
When trying to use the jack on the dark window of the shed the game terminates giving the following message "Error: prepare_script: error -18 (no such function in script) trying to run '280,210' (Room 9)" This error could be repeated after restoring, suggesting it happens every time someone tries to use the jack on the shed window.

4 and 0
All rooms
Very limited output from the game engine when you try to interact with the background or objects. Some generic answers like "I don't want to do that" or "It looks nice" are adviced. Some more specific answers, too, would increase game appreciation, but it's tedious to do, I know. Comments in the tool shed is great, for instance.

3
Car crash site
After siphoning gas to the can, if you click with the hand tool on the car you still get the message "According to the gauge, there's still gas in the tank, but I need someway to get it out."

3
Generator site
After getting part of the hose, the same message about not being able to get it with your bare hands applies.

3
Great hall (First dialogue after generator on)
Missing period in the box where Baldy says: "Like hell, I found it I'm going to keep it."

3
Great hall (First dialogue after generator on)
An "I" too many in the box "You have been pissing me off since I we met. Do NOT push it!"

3 Great hall (night vision movie)
Interaction with eye tool on telescope: Replace "if" for "is" in the box starting "What is he saw one of those..." Same mistake in the big box for interaction with hand tool.

0
Great hall (night vision movie)
Hilarious cut-in about pop corn!

3
Kitchen (night vision movie)
Misspelled "everything" when interacting with cupboard: "There's an ancient package of coffee [...] when everythign else ..."

0
Dining room (movie)
Great scare effect!

2
Dining room (movie)
A few boxes down there's a box containg just three periods. I first thought it was an object. This could be solved by customizing dialogue boxes.

3
Dining room (movie)
Look picture: "...Harmonic Covergence..." Should be convergence?

0
Bathroom (movie)
Great scare effect!

3
Great hall (dialogue after movie)
Player says "predictated" should be "predicted"

0
Baldy in kitchen
Points for the blue coffee cup in the cupboard!

5
Baldy in kitchen
Cannot seem to find the blue cup and the coffe after the coffe machine has  mysteriously turned up on the desk.

2
Baldy in dining room
Mild walk-behind issue: In walk mode, place the cursor as if its legs were standing on the picture with the woman. Move the cursor right along the wall and click on various spots. You'll briefly see small parts of the character protruding from the wall.


===== END OF BETA TEST REPORT


Title: Re: Nine Hours to Dawn
Post by: limbo on Thu 04/11/2010 15:08:11
Additional comments to the 5th hour, not included in Beta test report in previous post, though graded in the same way.


Comments
--------
Hour 5

0
Comment about cupboard is great! (OMIGOD! A gateway...)

3
Astrid talking to injured guy. At the end of dialogue it says "hosital" instead of "hospital"

3
In bedroom upstairs
"Well, might as let the actress earn her pay." A word or two are missing.

3
In bedroom, showing the girl the scrapbook
She reads and comments "Then when I tried to scare you aware..." Should be away, right?
Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Tue 09/11/2010 15:02:33
Okay, the 7th Hour has been completed.  The reason why it took longer than anticipated should be readily apparent by the time you complete this hour.  The following is an actual hint/spoiler.  Don't read it until after you complete the 7th Hour or if you get stuck:

Spoiler

During the game of hide-n-seek it is possible to throw the shears and flashlight to distract the wolf.  Did I provide sufficient hints?  Or did you need to read this spoiler?

[close]

Also, when I started this game I dove straight in and started coding.  Certain aspects were easy to upgrade later and I decided not to worry about them too much.  It's time to start correcting that.  Jack's face is REALLY starting to bug me.

Everyone's talk-image will receive a similar upgrade, but here is Jack:


(http://www.kengott.com/talk-old.jpg)  (http://www.kengott.com/talk-new.jpg)

If I can't get everyone (humans at least) improved to a similar level of quality, I probably won't go ahead.  But this has been added to my list of things to do.

Finally, over the weekend the game crashed completely and I lost two days of work.  If you made a suggestion and I did *NOT* act on it, please comment again.  I may have made the change and then lost it.

- Cogliostro
Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Tue 09/11/2010 17:20:28

I left a piece of debugging code in the upload I did an hour ago and just corrected it.  Those of you who find it will have a good laugh.

Spoiler

When the monster caught you, instead of a death scene, the monster said, "Wow!  This tastes just like chicken."

[close]

Also, here are two more updated character photos.  I need to give them an expression, but you can see where I'm going with this.


(http://www.kengott.com/astrid-talk-old.jpg)  (http://www.kengott.com/astrid-talk-new.jpg)
(http://www.kengott.com/darcy-talk-old.jpg)  (http://www.kengott.com/darcy-talk-new.jpg)

- Cogliostro
Title: Re: Nine Hours to Dawn
Post by: Tabata on Tue 09/11/2010 18:18:53
Ooooooh!  - What a smart young man is this, on the photo?
May I ask for his Adress and Number?  :-*

I'm very impressed!


~ downloading now (while staring at those artworks - unbelievable - for me this is near to magic)

C U
Tabata
Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Tue 09/11/2010 21:58:50

UGH!

I mentioned a crash which cost me two days of work.  Well I went back and retestd everything there are at least four bugs that make the current version unplayable. 

Should have it cleared up soon.

- Cogliostro

Title: Re: Nine Hours to Dawn
Post by: Tramponline on Wed 10/11/2010 13:45:06
New portraits look great!
Much smoother sailing with those new interaction icons!


1st HOUR:

...as Tabata mentioned:


4th HOUR:



5th HOUR:


6th HOUR:

...before the "incident":

...during "incident":

...after the "incident":

Still have some more nitpicky stuff - don't know if you want those as well!

Enjoyed the additional scenes + mingames - great stuff!
Eagerly awaiting the 7th HOUR! Muhahahahaaa!!! - Ah, no, that's your part... :P
Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Wed 10/11/2010 19:21:38

Okay, NOW the update will work.

- Cogliostro
Title: Re: Nine Hours to Dawn
Post by: Tabata on Wed 10/11/2010 23:45:15
Cogliostro, you must have worked all around the clock - so many changings - wow!


For to start I have a note about the talk-image of Darcy:

You can see it much better in the game with the bright background. Her hair isn't complete, because she has just some long strands at left and right front of the face. The hair to be seen behind should be even longer (looks like being cut by accident only at the back now).  

Also you normally are not able to look through it to see the wall or some white, which is okay at the front for the side facing away from us, but not near to the neck and the other side.  

If that's not possible to change, she could also carry her hair pinned up. Please leave those nice curly strands at the front and the clasp, but it would be nearly like Astrid, only curly and blond. So hopefully, you can do it with the long, open hair.

And now you can see, what I found out until now.

It's only ½ the way, but „Rest“ will have to wait because I need some sleep now:
Spoiler

intro:
- maybe to change the portrait of Darcy in the intro into this nice one, you did for talking?

1st h:
- Even if the 1st hour has shown up, it's still the intro, but now the cursor stays in wait-position, instead of changing back into the arrow after loading. Instruction told us, that we have to klick, for to go on during talkings, but this is still part of the intro. Not to be misunderstood: It's good, that you have to klick, so you can take your time for reading, but some people could be a bit irritated, if there is a sign, showing a command for to wait. I'd like to suggest using the „wait“ only while the game is loading (like at the beginning of the intro) and use another sign/text at these moments (eg the arrow, you already used at the beginning of the intro or something like „click to continue“  - You know, what I mean?).

- Neither me, nor my translation gadget knows, what a „coed“ is. So i just list it and you will know, if there is a typo, or not (look at Darcy: „Cute, blonde college coed.“)

- Talking to Darcy in front of house: „... you're one of the people put on this Earth to help...“ (earth?)

- After Jack walked from shed-scene to front of the house (you can do that every time, after Jack leaves the shed-scene), klick with the walk-cursor at or over the shed's door to see Jack, showing his special abilities (Reminds me of „Puck, the shit-house-fly“ - but I don't know, if there is something like this existing in the states, so maybe that's only understood by germans - Sorry, I'm degressing!)

- When leaving the car-scene, Jack doesn't get a bit smaller and right before leaving the scene, he seems to walk half a feet above the way.

2nd h:
- In the shed the actions are much better for me now. Just one little thing: After Jack took the gas can, he leaves the sheet automatically. Should be only, when clicking the EXIT.

- Sal standing behind the couch, talking to Jack. Then going around tand along the couch, but behind Gordy and Astrid, who are sitting on it.

- Right side of the main hall: The rain is not only to be seen through the window, but also in some little parts on the wall inside (near painting).

3rd h:
- Sorry, but I could'nt find an online tranlation for „quientissential“ - what does that mean?

- using the left picture: „ ... now is not going to one of those times.“ (... now is not going to be one of those times / now is not one of those times?)

- key in inventory has no (look at-) description

- and again: entering the dining-room is my highlight  :o

4th h:
- Sal about Astrid and talkin to her: „ ... the professor is a dyke.“ - Is „dyke“ slang for something else? I only got one translation for dyke, which means to be those sometimes very long and not too high builded hills, which are made by nature or by men to protect the land against sea(-storms).

- using the left picture with Sal (same, than with ghost hunter): „ ... now is not going to one of those times.“ (... now is not going to be one of those times / now is not one of those times?)

- Sal talking with Darcy: „...How they hell can I be loosing ...“ („... How the hell ...“?)

- looking with Sal: Yeah, you already changed the comments. I love it now (around she shed ... fantastic)! That's what we call, the point of the „i“ !

- when Sal is using the coffee on Astrid, Darcy is answering and if he shows the coffee to Darcy, Astrid responses

- Sal is now able to do Jacks „Puck, the shit-house-fly“-trick (same thing, like in 1st hour with Jack)

- Sal at his car: „...Non of that will be usefull tongiht however.“ („... tonight ...“)

- when leaving the car-scene, also Sal seems to walk half a feet above the way right before leaving the scene.

5th h:
- the screen, which reports the beginning of the 5th hour isn't right in the middle (on the left side the main room ist to be seen)
...
[close]

EDIT from 11 Nov. 2010:

... so here I'm going on with my next part:
Spoiler

first I have to tell about a little prob while loading a save-game:
When I started the game and tried to load from the main-screen, all the save-games (all from this version) were dissapeared!? So I startet a new game. When I used the loading-icon during the game, all the dissapeared save-games are shown and worked!? ~ Did it all over again (for testing) with same result - something to check up I think.
Solved! If there are no save-games from older versions of the game in same folder everything is okay. So the gamers won't have this prob. (edit: 12. Nov. 2010)

5th h:
- look/use-command with Astrid: she does identically same descriptions to Sal about the pictures (dining-room + main-hall), bookcase, fireplace, window, balcony

- no reaction when using look- or use-command on Astrid

- look at forest: shouldn't only be „Wood“  maybe a comment like: „It's dark, cold and wet! I'm feeling uncomfortable - let's hurry!“ or „Don't like to be filmed while getting wet - just will go straight to Darcys car and back in the house!“ (would be an aspekt for to hurry, when going back to cross the forest without investigating and not expecting more opportunities)

- at the cars: It would be nice to get a little comment, when looking at the „special“ aerea. (hint: After Astrid saw red). Could be her presumption about recording cameras or what ever.

- no reaction while using the cellphone with ... whatever (not even when using with astrid itself)

- no reaction when trying to use the notebook to Gordy, Darcy or Astrid itself

- a bit confused about the girls size in bed: I'm not really shure about what it is, but if you take the picture of the standing girl and simply turn it like a puppet to put it in bed, then she would be smaller, than to be seen (and her shoes have different colours).

6th h:
! before going upstairs !
- coming from outside into the house, the rain is still „on“ for a second

- there is no comment, when trying to go to the shed-scene (and no possibillity to do)

- at the cars/in forest there is a wonderfull torchlight-effect around the curser (but Jack hasn't a light!?)
- when now going back into the house, the torchlight-effect stays on in every room until getting out again (after window broke)!

So maybe he should refuse to leave the house before he has been upstairs?


- third room upstairs: Ã,,hm, the black square ~ an unready window?

- looking at broken window should give a suitable comment

- Astrid standing near bedpost in the third room upstairs seems to be very small (mot much higher, than those bedpost). That looks a bit strange.

- after I got „kissed“ by the wolf, I had the same prob with reloading, than at the beginning. All the saves of this version are missing and choosing the old ones (from other versions) makes the game crash - so I have to start a new game, beginn game and then reloading a savegame of this version to go on
[close]

EDIT from 12 nov. 2010:
... finally here is the last part for this version:
Spoiler

6th h:
- at the scene after the swing:
using the ground at the left gives you the comment about the tree, which is on the right side and using the tree makes Jack walk on with a nice comment - should be the other way around

- the „welcome-noise“ at next scene is soooo good   :D

- Jack walks not right around the boulder in the following scene. He's partly under it.

- „...Did I provide sufficient hints?  Or did you need to read this spoiler?“ - Ã,,hm, where are those hints, you are talking about? I'm sorry, but even after reading your spoiler (and going back for to search for them) I'm not able to find them (that also answers your second question)

- after the flashlight is thrown, Jack still has the light of the flashlight around himself, during walking

- would be a nice effect, if the light of the flashlight is to see at the point, where you throw it (possible?)

- depending on the level of difficulty, you like to have in your game, it's quite the right thing, not to know, which way is to choose to reach the house

- if using hand-cursor with boulder I got the response, that it's not necessary to climb, because Jack can jump on it and if using walk-cursor, nothing like climbing happens (only going nearer and under this boulder). I tried some more times and if Jack is not to be seen (standing right in the middle under this boulder, the wolf isn't attacking - I can send you a screenshot, if you want it)

- if dying, you have to reload a save-game. Let's think about a gamer, who didn't save for some reason (eg simply forgot it, because of the compelling story or maybe it's those kind of gamer, who „rush“ through every game, because it's their goal, to do it in the shortest time possible). Would be nice to have the opportunity to quit at this point (alternatively to try again from a point, you choose)? - I mean something like in those games, where you get the choice to reload, quit or retry.

7th h:
- during the opening-sequence, a wolf is running around in the room (sceeny avaliable)

- personally for Cogliostro: „Hey slacker, get moving!“    -  Does this call make me a good or a bad girl?  ???
[close]

we'll meet again in about an hour later  ;)
Tabata
Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Thu 11/11/2010 05:13:24

Okay, updating the photos is going to take a bit of time, but most of the changes are already done.

Tabata - You did ask a number of translation questions that I thought I'd answer directly:

coed = slang for a female student, derived from the term co-education.
Earth = The planet we live on.
earth = dirt
The word was supposed to be "quintessential" which translates to: quintessenz.  The tools work so much better when I spell the words right.   :P
dyke = offensive slang for lesbian

I've got to tackle some other projects, so I probably won't be uploading and updates until next week.

- Cogliostro
Title: Re: Nine Hours to Dawn
Post by: Tabata on Thu 11/11/2010 21:57:54
Hello Cogliostro,

many thanks for your helping hand about my language problems.

Schooldays (and last english-lesson) is done since quite a long time. So I'm always a bit anxious to use wrong terms (allways hoping about not to insult someone on the worst, without knowing it - that would be soo embarrassing).

I did the next part of testing this evening (edit it to the post with the first part).
I need sunglasses at work tomorrow, but I had to set priorities - and the winner is: 9h2d (of course!)

Tabata   8) 
Title: Re: Nine Hours to Dawn
Post by: CaptainD on Thu 11/11/2010 22:40:24
I know this isn't exactly a new thought, but... those portraits... wow.
Title: Re: Nine Hours to Dawn
Post by: Tabata on Fri 12/11/2010 22:38:36
Hi Cogliostro,

finally my report about this version is complete now (edited it to the rest of the report).

addendum:
Spoiler

- Even if the original stuff is gone long ago (as Sal said):
I wasn't able to find some chairs (or something like this). I miss them in the dining room . There only is the desk but nothing to sit while eating. I first thought, that they have been placed elsewhere because the house is abandoned.

- How to reach the balcony, which is to be seen in the main room?
[close]

so now it's your turn again  ;D

bye 
Tabata
Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Sat 13/11/2010 03:01:32
Captain D:
Thanks for the kind words.  When I'm scrambling to find a reason to keep plugging away at this game, compliments help.

Next for Tramponline & Tabata:
Despite my best intentions to work on other projects, I can't stop working on 9H2D.  Most the actual problems listed have already been addressed.  There were a few points I wanted to talk about directly.  Normally, if the game doesn’t explain itself, I change the game.  However, I’m going to make an exception here.

Tramponline:
The one-room side trek where Astrid checks the cupboard to see if there is any food, really only illustrates one point.  Jack, Sal, and Astrid have had different experiences.  Sal and Jack can both check the cupboard, but Astrid never did.  So, for the moment, I'm inclined to leave a one-room side-track in place.  If someone wants to argue against this, I could be persuaded.  Excellent observation about what Astrid should be thinking on her way to and from the car.

Tabata:
The rain plug-in has a delay, so when you head into the house, it continues to rain for a moment.  When you head out, it takes a moment to start.  In order to resolve that problem, I’d have to create a new plug-in.  This is NOT on my list of things to do.

The chairs are missing from the dining room because most of the furniture is replacement furniture.  Sal goes on and on about this just before the beginning of HOUR 3, as you pointed out.  So, for the time being, this is my excuse for not bothering with any chairs.

You also brought up the point about the balcony.  When Jack goes up the stairs, we sees the hallway with three doors.  That’s the balcony the overlooks the grand room.  The same desk is visible at the end – where you find the flashlight.  Since it wasn’t apparent that was the balcony, I’ll be adding the railing to the room and some of the lower wall.

Finally, during the mini-game the flashlight was already dead.  So, the bubble of light around Jack was because his eyes adjusted to the darkness.   I added some comments to clear that up.

Mini-Game:
Spoiler

Apparently the mini-game was rather easy because I made a colossal mistake.  For all of my testing phase I had a white dot streaking between the wolf and Jack.  If the dot hit Jack, then Jack was seen, the wolf howls, and the chase was on.  Once testing was over I replaced the white dot with a transparent dot and thought all was good.  Except, the transparent dot could never overlap with anything since it was transparent!!!  This problem has been addressed and the mini-game should get harder.  As a result, you should have to throw the flashlight or the shears in order to distract the wolf.

[close]

- Cogliostro
Title: Re: Nine Hours to Dawn
Post by: Tabata on Sat 13/11/2010 11:20:15
Quote from: Cogliostro on Sat 13/11/2010 03:01:32
Despite my best intentions to work on other projects, I can't stop working on 9H2D. 

This is fully in our sense.  ;D
You are producing such a wonderfull game with a whole lot of lovely (and well!) done details everywhere, I am almost ashamed when I have to dissect it always (even if it is for a good cause and meant nice).

So do please keep it up!


Quote from: Cogliostro on Sat 13/11/2010 03:01:32
You also brought up the point about the balcony.  When Jack goes up the stairs, we sees the hallway with three doors.  That’s the balcony the overlooks the grand room.  The same desk is visible at the end â€" where you find the flashlight.  Since it wasn’t apparent that was the balcony, I’ll be adding the railing to the room and some of the lower wall.

I thought so far that it is the view of a normal corridor, but of course you are right!
Don't tell it to the others: I had yet to draw a floor plan, but now I understand what you mean and with the railing you will do, it will be more obvious (even for girls like me)  ::)


I am amazed again at how quickly you do the revise and also in such a good quality.
Do you have about secretly hired an entire team?  ;)

I'm really looking forward to the next version.

Tabata
Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Tue 30/11/2010 00:58:16

Okay, the holidays kept me busy, but I updated the GUIs, got part way through hour7, and uploaded it.  Take a peek if you want, but don't feel obligated to finish it since I haven't added that much to the story.  But I really did try to make it difficult to solve the mini-game this time.

On a different note, there have been more than 120 downloads.  Are there really that many people who are checking out the beta but not commenting?  Come on folks, throw me a bone. 

- Cogliostro
Title: Re: Nine Hours to Dawn
Post by: Tabata on Tue 18/01/2011 17:44:02
Hopefully things and progress about this project are going well?
There are only „two hours“ left until a nice game will be ready and I am beginning to get withdrawal symptoms ...

So I did it again and here are my notes for Cogliostro about the version from the 30th of Nov.:
Please just ignore those amendments mentioned by me, that you have set up deliberately:

# start screen:
Spoiler
If you click on the notebook now, you already get your first goal (even if you didn't start the game jet).

The new pics of the icons are well made, but (sorry to say) imo they don't have the right style for this game. The harmony in relationship to the paintings-style in the game and particulary in relation to the cursor-icons is missing a bit now. If the characters and backgrounds would be in the photorealistic style (like the talking pics), it would fit very well. Sorry, again - but I prefer a bit less realistic presentations for more harmony during this game. It's your decision of course, but I thought pointing it out gives you the chance to intentionally choose it, or change.
[close]

# intro:
Spoiler
I like the changings and the look of Daisy is much more better there.
Btw: What do you think of using a little more of make-up like highlighter/eyeshadow under her brows (I saw it already - she looks fantastic with it! Excuse me please, but I'm a just girl, so I couldn't withstand it to give her mascara and such things.
[close]

# hour 1:
Spoiler
Hey â€" these are wonderfull talking-animations â€" congratulations!
I know, you are not ready with them, but please, don't forget to change the hairstyle of Daisy! It's like a very beautyfull girl during a chemo, already lost half of the hair (so you can look through). It's hurting in my heart to see her like this.

Something happened to the characters or the background is set a bit down â€" when the group is going from the cars to the forest, they are all walking a bit over the ground.

I am missing a reaction, when using the gps with jack or alternatively he should say something like: "... don't need it right now ...“.

The save and the load-funktion from the task bar isn't working.

The place where you are allowed to click with the cursor to leave the sheed-scene should be a bit bigger (if you click in the left down corner, it should be possible to leave).
[close]

# hour 2:
Spoiler
I didn't realise it before, but the swing isn't fixed at the tree. The rope ends in the air. 

This game can't be healthy for me â€" every time I got this heart-attack when leaving the kitchen - and this time? Again, of course and I enjoyed it! (I'm a little afraid â€" is it possible getting addicted to it?)

The walkable area in the bath isn't quite right. Pointing on the wall at the middle or right side will lift the ghost hunter up like going over a little hill behind the bathtube.

The ghosthunter will go upstairs without the paper from the table (but without being mentioned in the video Sal has no reason for to search and find this note). He shouldn't go upstairs without it! Maybe a response like: „Wait! Something has changed in here!“  and this also goes on in ...
[close]

# hour 3 (- 6):
Spoiler
... because this note ist still on the table, when Sal comes in the dining room. He can get it and now has no reason to search for it upstairs.

The right shoe of the „actress“ still has a transparent part within.

Ã,,hem â€" shouldn't the doors stand parallel to the frame? I saw that they have differend sizes before and that's okay by me, but I realised another thing just now (the bathroom-door is a bit going to the right at the top and the door to the master-room is quite obliquely going to the left).  I mean it is \  \  and  /  /  insteat of  |  | and |  |. If you say it is okay from the perspective â€" I can live with this, but it looks a bit strange â€" sorry. (It's also in the „actress' room“: door = \  \ and posters are /  /.)

The new view from the upstairs floor to the main-room is a very good idea â€" I hope, you won't get a problem with the railing, which is to be done now (hiding the ornament?).

Standing at the stairs (1st floor), the railing from the stairs need to be behind Jack. *1*
The view at the stairs btw. is well made and also a good idea!
[close]

# mini-game:
Spoiler
After dying and „try again“ Jack appears in the first wolf/axe-scene together with the wolf of the mini-game messing around near and around his body (without attac him). *2*
You can load a save game now to go on, but if you leave this scene to the left the game stops in wait-position (no crash and not possible to load or exit, music still playing) â€" needed abort-key to leave the game and try again ( „room25.asc“; line 7).

Jack is not going around the stones like normal. The corpse goes under the stones at the edges.

I didn't remember the right way from the first testing and had to search it new. But this time I wasn't in need of distructing the wolf? It was easy to wait and let him pass until Jack could do the needed distance (I wasn't able to do this in the first version)!? Maybe it was of the little bug, but for me in personal it was easier this time
[close]

# hour 7:
Spoiler
Shears and flashlight aren't in inventory, even if Jack didn't throw these away.

Jack returning in the room again (without doing something usefull) starts the same dialog.

After going downstairs you can't go upstairs again. Jack don't refuse, but rather is a piece up the stairs and stops there.

Screen of 7th hour starting appeares again, when leaving the screen in front of the mansion, going to forest and game stops (no crash). One time going to desktop and back to game and the other time with a bit of „wild clicking around, to inventory and out, the screen disappears and Jack is in front of the mansion again. I also had some trys with no luck and had to load a save-game.

Found Sal standing at the entrance (without using GPS!?- Even if it was told, that it is necessary to use for to find the entrance?). The Pic of Jack is half the size of Sal and appears at the right frame (at same high than the sentence) â€" Sorry, but it looks very odd!? Even if he is standing above at a cliff, he shouldn't be that small, because he seems to be very near to him? He is watching to the frame, not the direction, Sal is standing.   *3*

Jack shove Sal without getting even one step in his direction and Sal's sentences are still appearing, even if he disapeared.

If Sal is dead, why is he standing in the cave?

When getting out of the cave again Jack has normal size and walks where I think, he should have been at the beginning of this scene (but sentences of Sal are still running).

At this point there is not entry in the notebook.

At this point I think I'm stuck, because I didn't see something that shows the current ending.     

In the cave the only way blocked, no possibility to go upstairs to the others, the way to the forest blocked by the 7th hour screen and on the generator-screen there is only a part of the ground to look at, but no going on further.     Inventory-Items: GPS(with no use), star, bible, necklace, rope, silverspray.
[close]

#  about the mini-game (only my personal opinion):
Spoiler
First you have been placed very much value on the atmosphere (successfully!). Now you have also installed a little more tricky. This offers variety to the player. But it also poses the danger that beginners can't get further or lose the feeling for the story while trying to proceed (Do you remember your feelings the last time you were really stuck in a game without any chance to go on? Bäh â€" I do!). Therefore I would suggest to install a button, which facilitate the mini-game or directly jumps to its end. So it is in the hand of the player, how long he is willing to try.
This way the player can reload the mini-game again later and play it seperatly if he want (without breaking the flow of the whole story because of being stuck there).
[close]

*1*,*2*,*3*: (part of) screenshots avaliable


Tabata
Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Tue 08/02/2011 05:12:39
After a two and a half month hiatus, the game is being developed again.  My plan - such as it is - is to write out the rooms and scripts necessary to complete the game, and when I need a break from the tedium, add animations and sound effects.

- Cogliostro
Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Fri 15/04/2011 17:24:26
My last post was followed by a hard drive failure, a miserable attempt to upgrade to Windows 7, and finally restoring my PC to Windows XP.

- graphics 95% -- I need to add a denouement screen (4 pix) and *maybe* some animation.
- puzzles 100%
- scripting 100%
- music 100%
- sound 20% -- I *might* add some sound effects
- story 100%


Tabata,
Thanks for your tireless efforts and thorough critiques.  I've corrected the mistakes you mentioned above (or at least I think I have) with two exceptions.


Tramponline,
Tabata has concerns about a few things, two of which I'm undecided on:
1) Do you think the mini-game upsets the atmosphere or detracts from the game?
2) Do you like the new toolbar?


SUGGESTION: For both of you: little has changed in the first 6 hours: if you want to you can go into the tool bar, click on the GEAR icon, and turn up the speed .  This make it possible to get to the "Wolf Scene" relatively quickly.  Then turn the speed back down to normal and continue the game from there.

ADDITIONS: I do intend to add some animations and sounds through out the game.  I also want to provide a set of images that will show the resolution that occurs --just-- before the credits.  Four pictures that show what became of everyone afterwards.  If I'm feeling GROSSLY ambitious I may go back and change the wolf so that it turns better. (( EDIT: I just realized that I haven't done anything to the NOTEBOOK since the last version was uploaded.  So, no need to comment on that.  ))

So, other than the "additions" mentioned above, I'm feeling pretty smug about the game and expect to be releasing it soon.  Actually that's a complete lie.  I've just been staring at the damn thing for so long that I can't see the errors and can't decide what's important any more.  That might not be the best way to motivate you to try and test it for errors, so let me add one more detail:

...THE GAME CAN NOW BE PLAYED TO COMPLETION!

- Cogliostro

P.S.  Anyone else who wants to be a beta-tester, please PM me and I'll send you a link.

P.P.S  I've replayed the game a few times in the last couple of hours and have removed at last six mistakes which would have made it impossible to finish.  It's clearly not bug free, but you shouldn't get stuck in a situation where you cannot complete the game.
Title: Re: Nine Hours to Dawn - NEED BETA TESTER
Post by: Cogliostro on Mon 18/04/2011 05:44:03
Still looking for beta testers.

And I thought I'd share one of the pix that caused me to build a story around Mount Shasta:


(http://www.kengott.com/MS-StormStops.jpg)



I'm *assuming* that this is NOT photoshop'ed, since the rest of her gallery appears to be straight photography - and this particular gallery is all about Mount Shasta:  http://www.pbase.com/cindyd/image/40039668 (http://www.pbase.com/cindyd/image/40039668)

Again - if you want to be a beta tester send me a PM.

-  Cogliostro

Title: Re: Nine Hours to Dawn - NEED BETA TESTER
Post by: Tabata on Sun 24/04/2011 22:49:20
here we go:

# entry:
I like the changings here and also the new icons in the taskbar give the right „feeling“.

# hour 1:
Spoiler
Darcy is standing in the air and when the group leaves they are all going up to this level and in the wood Darcy seems to have no shoes.
[close]

# hour 3:
Spoiler
Ghosthunter in the bathroom is watching in the wrong direction (even when using look-icon at mirror).
[close]

# mini-game:
Spoiler
Once I produced an error right at the beginning... in room25.asc, line33- “Object.SetPosition: cannot set position while object is moving“ 
[close]

# hour 7:
Spoiler
- The window in the main-hall isn't broken anymore.
- Half of Darcy is sitting beside the chair.
- Error: In front of the sheet looking at the gps and then using walking-cursor to the right side of the screen - „Unable to create local script:Runtime error: unresolved import 'aLightRain' “ I tried it about ten times (with and without gps using) and got same crash every time, the new scene should load.
[close]

So sorry, but there is no chance for me to reach the cave and go on with testing.
Title: Re: Nine Hours to Dawn - NEED BETA TESTER
Post by: Cogliostro on Mon 25/04/2011 17:16:09
Okay, Tabata found a huge bug.  I spent the last week trying to create a way to leap ahead to certain hours so I could test the scripts in specific rooms.  (Saved games weren't getting the job done since I was always mucking with new sprites.)

Anyhow, during my "upgrades" I created a bug.  I have resolved that one, and uploaded the game again.

- Cogliostro

EASTER EGG / DEVELOPMENT TOOL
Spoiler

If you **REALLY** want to skip ahead you can take the following actions:

* From the opening menu, go into the box, and select the GPS (It's the only thing there.)
* Use the GPS on the title
* You end up in a new room, at the bottom, it's numbered 1-9.
* Click on the HOUR you want to skip ahead to.

Skipping ahead to Hours 7&8 are especially buggy, the others seem to work fine for now.  (Sometimes you can re-do things that were supposed to have been done in an early hour.  Things like that.)

I am not going to spend too much time getting feature to work perfectly.  I really did just set it up to test out the later hours.  SAVED GAMES will not work if I've changed the number of sprites or rooms.
[close]
Title: Re: Nine Hours to Dawn
Post by: mkennedy on Mon 25/04/2011 19:54:52
Typos
Spoiler

hour 1
when about to break into the house, and Jack ask Gordy "How's your leg? Gordy replies, "The bleed's stopped. Thanks." Bleed's you might want to change Bleed's to Bleeding's
When interacting with the last car in the pile up Jack says, "There's a bunch of stuff can't use right now." Should probably insert an I between stuff and can't.

hour 2
When Jack talks to Astrid she says "I was heading back to Klamuth Falls for my sister's wedding." It should be spelled Klamath.
[close]

CRASH
Spoiler

hour 4
When Sal tries to interact with the painting of the last supper the game crashes with an error saying
"Error: prepare_script: error -18 (no such function in script) trying to run 'hPaintSupper_Interact' (room 14)
[close]

typo
Spoiler

hour 4
When Sal looks at the balcony he says "... A great was to show off the space in here." Was should probably be way.

also happens in hours 5, 6, 7
[close]

CRASH
Spoiler

hour 4
When Sal tries to interact with the shed door:

In "room20.asc", line 6

Error: Satbackgroundframe: invalid frame number specified

also happens in hour 7
[close]


Plot Incongruity/problem

Spoiler

hour 7

When on the upstairs balcony and looking at the lower half of the room jack says
"... and Gordy and Darcy getting increasingly friendly." The description should probably be changed since Darcy is in the room tending to Gordy  after he was nearly hanged.
[close]

Typo
Spoiler

hour 7

After tying up Sal at the cave and taking him back to the cabin Sal  says ".. I had it in my head it I didn't get all the way to Seattle" should probably be "head if I didn't"
[close]


Title: Re: Nine Hours to Dawn
Post by: Tabata on Mon 25/04/2011 21:31:12
started the new version directly by stepping in ...

# hour 7:
Spoiler

- Darcy now is sitting on the backrest of the chair.

- Something is a bit wired in the first room. I can't really put my finger on it. It seems to me, that Jack/Astrid are shrunk (they are not a lot taller, than the shorter bed-post) or maybe the bed is too high/tall?  EDIT: I found it by watching the older one - it's because of Darcy - she is bigger now (and hovering) - that makes the others seem to shrink.

- The ghost of Jen is in her room again, hovering over the bed.

- Jack going in the bathroom downstairs (using the mirror) will bring up the effect for the ghost-hunter again (including the map on the desk). Maybe that's the reason for the second picture missing (left side of the bathroom-door)?

- The coffe-maker in the kitchen has gone.

- In the main-hall a lot of responses are gone (broken glass, chair, desk, telescope)

- Just a suggestion: Using the gps-icon on jack should have the same effect, than looking at it in the inventory.

- Response missing:  looking at gps in cave, touching/using Belucci, using lighter on bible, using wood cleaner on lighter/bible.

- Going back into the house the lights are off (the „gps-light“ is still in use but no wondering from Jack about it) and up in the room again there is no reaction when talking to Astrid and Gordy (looking at Gordy gives the response for the bed).

-Standing on the first stage of the stairs shows the railing on the wrong side of Jack.
[close]

To go on I need a hint about how to solve the lock-code. I'm stuck there, because I couldn't find a way to read the bible, ask someone else about it or study something else for to get it.
Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Mon 25/04/2011 21:49:02
mkennedy -

Fixed all the errors and typos you found.

Wow!  I never would have caught the typo with Klamath Falls

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

Tabata -

In the first room Darcy's character is NOT responding to the resizing.  Which has two results, it looks like she's sitting on the backrest and the other characters look like midgets in comparison.  Her character is properly sized when the game is played from the beginning, or even from the start of the 6th hour.  Since this is a problem with the Development Tool / "Easter Egg" and will not be part of the normal game I am not going to worry about it too much.  Several of the other problem you pointed out also only occur when using the "Easter Egg"

Already resolved the problems with the GPS light and the balcony railing.

I was unhappy with my first solution to the Lock Puzzle and have changed it. 
Spoiler

So in order to get the door open:
1) Look at the lock
2) Figure out how to read it
3) Go talk to Astrid. 

I really wanted Astrid to have a more important role in the game.

[close]

If you REALLY REALLY want to charge ahead and see the rest of the game the solution for the lock is:
Spoiler

1311 - Of course, you'll be wondering why Astrid shows up out of the blue.

[close]

I'll be adding responses to various items/interactions: Bellucci / Bible / lighter / etc and giving something for the characters to say, but that will be tomorrow.

Uploading today's changes.

- Cogliostro
Title: Re: Nine Hours to Dawn
Post by: Tabata on Mon 25/04/2011 22:02:46
Okay - since I'm not able to talk to her (I tried) I might start it over, beginning with hour 6.

Everything should be fine then.

... but this will have to wait until tomorrow after work ...
Sorry, but otherwise tomorrow morning they won't belive me, that I really have been on holiday  ;)

C U
Tabata

Edit:
Oh, an interesting edit while I was typing! - Nooo, no, no, I'm not lurking - I must be strong!
I already was on the right way, that's enough for me to know right now - but thanks for the chance!  :D
Title: Re: Nine Hours to Dawn
Post by: mkennedy on Tue 26/04/2011 06:13:44
Quote from: Cogliostro on Mon 25/04/2011 21:49:02
Wow!  I never would have caught the typo with Klamath Falls

It just happens that I'm form Oregon so that's how I spotted it.

Bugs
Spoiler

hour 4
When Sal talks to Darcy she says "...squander your whole life looking gold and find nothing." there should probably be a 'for' between 'looking' and 'gold'.

Also the game still  crashes when clicking the shed door after you all ready been in there and the response for looking over the balcony after hour 6 is the same.

also I noticed that You can give the candle and salt to Darcy in hour 7 before she has any need of them. Is this intended?

Second play through I let Gordy die, but then I didn't have the rope to tie up Sal or climb down to the cave.
[close]
Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Tue 26/04/2011 14:47:42

mkennedy -

You're from Oregon?  I must try to get a native involved in all my future projects.

Darcy's typo fixed.
Missing Rope - Obviously, while coding, I assumed that the positive outcome was the only possibility.  This has been resolved.
Shed Door - It should open and not crash the game any more -- took me forever to figure out where I made the mistake.
Balcony - Jack's comment has changed.
Salt & Candle - This was NOT intentional and would have prevented you from seeing the end of the game.  I've resolved this issue.

I'm also trying to change the skeleton attack animation.  Honestly it needs to look creepier.  So these changes will not be uploaded until later today.

- Cogliostro
Title: Re: Nine Hours to Dawn
Post by: Tabata on Tue 26/04/2011 21:56:14
First I started the version from 250411;18:23 by stepping in ...

# hour 6:
Spoiler
...and when Jack goes back in the bathroom (using the mirror) the same wrong reaction comes up
[close]

For that reason I quit and started all over from the beginning in the normal way, to get „real errors“:

# hour 3:
Spoiler
-  The ghost-hunter isn't changing his looking-direktion via the mirror, when looking or using it. (first time I mentioned it, he was looking to the left â€" this has changed, but now you watch his rear after entering).
[close]

# hour 5:
Spoiler
-  The right shoe of Jen still has this transparent spot.
[close]

# hour 6:
Spoiler
-  The telescope shows no reaction, not by looking at it and no using possible. - (I couldn't use it with Astrid or the ghost-hunter, too. But it could be used in one of the earlier versions, couldn't it? It's like the missing second pic in the dining room I thought to remember ... - Did you change it intentionally? If so - everything is okay - if not ...)

-  If Jack is going back in the bathroom after talking to Astrid, he refuses to use the stairs and you have to repeat the same talking again for to make him using the stairs.

-  Standing on the first step, the railway is still on the wrong side of Jack (But maybe you corrected this in the next version?)

-  I had to lol, when doing the „dating-talk“ with Astrid â€" and had to explain my reaction to my husband, who seemed to be worried about my condition  ;D

-  When Jack goes after Geordy the flashlight starved and on my way to the mini-game Jack uses it again.
[close]

# hour 7:
Spoiler
-  Jack can get the flashlight again now.

-  Looking on the gps (while still being in the house) shows up the correct sentence, but also the one for being in the cave already. Outside you get the correct direction, but also the sentence, when he is in the cave already.

-  Using the sheet-door chrashes the game in 'room20.asc',line6: SetBackgrondFrame number specified. (I'm not sure which version mkennedey used, so I notice it for this one)

-  â€žI had it in my head it I didn't get all the way to Seattle than something god awful was going to happen to me.“ Is this the correct sentence as meant to be? It makes me reading it several times but only makes sence with some little changings for me.  
-  A little later: „Leave me along, Jack.“ (alone)
-  Talking to Belucci: „ Unless your a police officer, I;m going to have to ask you to leave.“ (... you're ... , I'm ....)
(You know about my english  8) so I only mention "my suspects" and you decide).

-  Even if Jack has the badge, he answers, that he hasn't.

-  No response when looking or using the cars.

-  Every time you leave the scene in front of the house, the same text appears (about the crappy source of light) â€" normaly it wouldn't interfere, but if you are searching everywhere for a solution ...you will have to read this a very lot of times)

-  Talking to Astrid gives no reaction (there should be something, even if it will be a short "Not now!" or something like it.
[close]

Until now I could not figure out, how to read the signs on the lock/gate, which are suddenly too small in this version ;) (but that is real-gamers-life) - Hopefully I don't need something else from the sheet for it - but I wanted to report, what I have so far - and go on with searching for a solution.



Edit:
A bit more about version from 250411;18:23

Okay, I am guilty!
I couldn't stand it any longer and cheated to open the lock. (http://www.adventure-treff.de/forum/images/smilies/eusa_whistle.gif)

I think, that this whould be possibly done from gamers, too. So I'm able to tell you a bit more about
# hour 8:
Spoiler
-  Jack: „If I'm going to die tonight, I'm going to go down swinging.“ (singing)
-  Darcey: „... and then well all go to the cave.“ (we'll)
-  using bed „There's nothing on the bed, under the it, tucked into the sheeds, or under the pillow.“  ( ..., under it, ...)

-  talking to Astrid and looking on the cupboard in the kitchen gives no reaction (descriptions of couch, desk, ... in the main-room are gone)

-  giving the lighter to Darcy and using the wood-cleaner on the table in the dining-room should give a reaction

-  Jack now can get the ornament and the salt-shaker again.

-  Still searching for Darcys candle I went back in the cave and entered the ceremony-place â€" What do you think ... a lit candel is already placed there and I got the text, that Jack leds everyone here ... â€" So that can't be correct!?

hour 9:
-  Is Jack really asked, if he is a god, or if he is good? (didn't quite understand this little piece)
-  â€ž... humans have the gift of freewill ...“ and later „... a creature of freewill ...“ (free will)  
[close]

... and this way I saw a wonderful hour 9 (one of possibly different ones I will have to try). (http://i299.photobucket.com/albums/mm313/DXcellence/Smilies/eusa_clap.gif)
Title: Re: Nine Hours to Dawn
Post by: mkennedy on Wed 27/04/2011 08:29:17
Spoiler

Well after getting the neutral ending and the good ending, I wanted to check out the evil ending so I let Gordy hang since the ghost talks about how you chose to save him at the end.

Some other things to consider is you may want to make it so that in chapter 7 you have to find out that the ghost was growing weed in his cave before you can tell him you're the sheriff come to bust him.
[close]

Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Wed 27/04/2011 17:20:54
mkennedy -

I'll probably code that in soon.  Changing the green skeleton and add a screen after the judgment are my focus currently.

EDIT

Okay, it is now only possible to take the salt, star, and woodcleaner only once.
All item interactions should have a comment
Skeleton has been graphically updated

Spoiler

You need to know why the silver star will upset the blue ghost.

If you really want to lay on the "Bad" ending, run away when the zombie comes for Gordy.  You lose more points (slightly) for cowardice than for slow reflexes.
[close]

NEW GAME VERSION UPLOADED

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

ALL NEWCOMERS (Timo, mkennedy, Old Guy):
1)  I assume I've been successful with characterization and atmosphere, am I right?
2)  What do you think of the puzzles?  (Too hard/too easy/have nothing to do with the story) 
3)  Does the wolf/mini-game offend?
4)  The new toolbar, is it over the top?


- Cogliostro
Title: Re: Nine Hours to Dawn
Post by: mkennedy on Thu 28/04/2011 09:08:42
Tried out the new version. Saw that you could now interact with the bones in the cave, but didn't notice any other changes.

There may be some transparent or brown pixels in Astrid's boots when she's facing sideways and walking.

Spoiler


For hour 3 when the ghost hunter looks at the mirror you may want give the mirror a walk to point and have him walk over to it before the skull comes flying out of it so he is facing the correct direction.

Was able to enter the shed once after having all ready been in it, but all other times the game crashed. Might this because I have both the spray paint and gas can in my inventory and they are no longer in the shed? It would be interesting to see Sal's comments about the shed contents, especially the poison.

Still the incongruity of looking down on the lower half of the room after the skeleton takes Gordy and saying he's down there with Darcy.

In hour 6 looking at the telescope before the skeleton attacks doesn't seem to do anything.

How do you get the rope if you let Gordy  hang? Also after I cut him down and then ran away when the skeleton comes to claim him the cabin was dark when I went back inside and Attempting to walk back to either the tree where Gordy was on the the other side of the house where the shed was either made me say that's not the way to the road or just had Jack shrink real tiny, but not actually go there so not sure how running from the skeleton to get extra evil points works.

Attempting to look at the wolf seems to act the same as hitting it with the axe.

Also it appears kind of out of character for Jack and Astrid to be flirting if he let's Gordy  hang to death or if  Gordy's still in peril.

Was still able to give the candle and salt to Darcy in hour 7. Was still able to show the star to the ghost before finding out that he was growing pot in the cave.

For hour 8 when the tentacle attacks I was still able to talk to Darcy. Also my thought was to try and interact with Astrid to grab her and get her away from the tentacle but it just gave me the general response of "... my approach needs work."

Didn't notice any extra scenes at the end of chapter 9 though.

[close]

You may want to double check the game files and play test them before uploading the next version to make sure all changes are in place and working properly.
Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Thu 28/04/2011 14:00:07
mkennedy -

It cannot be the game file that's at fault - not in this case.  I changed the green skeleton into a zombie.  If that *little* change didn't show up, then you somehow downloaded an old version and that means something is up with my server.

Half of your comments apply regardless of the version, and I'll get to work on those tomorrow.

- Cogliostro

Title: Re: Nine Hours to Dawn
Post by: Tabata on Thu 28/04/2011 21:24:13
... using version from 280411; 09:06

# entry:
Spoiler

-  I found Jack in the eyes of Darcy â€" cool work!

-  Darcy is still over the path from the beginning and the group (when leaving), too: http://www.Bildermonster24.de/images/477_9h2d_path.png


-  Uuuupps â€" a second Gordy is laying around in front of the house!?
[close]


# hour 1:
Spoiler

(„second Gordy“ is still there)

-  I think, Jack is too small in the scene right of the house: http://www.Bildermonster24.de/images/759_9h2d_jack.png
[close]


# hour 2:
Spoiler

(„second Gordy“ is still there)

-  No reaction when using paint, axe or shears on the cars and the sign.
[close]

# hour 4:
Spoiler

(„second Gordy“ is still there)

-  I think, Sal is also too small in the scene right of the house (same size, as Jack)
[close]

# hour 5:
Spoiler

-  I let Astrid have a look in th cupboard before going upstairs. When she has to get the tuna for Darcy, she won't get out straight away. You need to look again in the cupboard before it is possible (like mkennedy said). This little prob could be solved by a refusal of Astrid, if the gamer wants  to go to the kitchen from the dining room (like: „The stairs are much more tempting to me right now!“)

(„second Gordy“ is still there)

-  A part of the right shoe of Jen is still transparent: http://www.Bildermonster24.de/images/659_9h2d_shoe.png
[close]


# hour 6:
Spoiler

-  At the beginning looking at desk, couch, chair, telescope â€" response missing.

-  Looking and using cupboard without any reaction.

(now „second Gordy“ changes in our Gordy)

- Railing is still wrong: http://www.Bildermonster24.de/images/211_9h2d_railing.png

-  If Jack is running away after using the flashlight on Gordy he cant interact with Astrid or Darcy in the (dark) main hall and is unable to go back to Gordy, but he will go the way to the mini-game.
[close]

# mini-game:
Spoiler

Didn't you mention to make it harder? It is still possible to pass without using any item on the wolf. (only wondering about that)
[close]

Edit:
I had to go on (no chance for sleeping) ;)

I started the game to load from the main site, but not one of my actual savegames were visible. Only by using the taskbar to load, all savegames of this version appeared (and worked)!?

# hour 7:
Spoiler

-  Responses of gps are the same way as mentioned before.

-  Talking to Belucci (with ready badge in inventory and knowing, that it looks like a badge and knowing why he could be arrested):  „... I will arrest you ...Do you have a badge ... No...“ ("No" is wrong, because in this case, Jack has it and want's to use it)

-  Talking to Astrid to tell her about Sal, Jack is looking in direction to the door.
[close]

# hour 8:
Spoiler

-  If you try to go back in the ceremony-room bofore you gave both items to Darcy, Jack now refuses, but the game freezes
[close]

# hour 9:
Spoiler

-  made it to the good, the undecided and the evil ending (and one more to go, but too tired now)
[close]

greetings

Tabata
Title: Re: Nine Hours to Dawn
Post by: mkennedy on Fri 29/04/2011 01:14:30
Got the newer version, Must have unzipped an old one by mistake. Sorry for any inconvenience. Here's what I found in the new version

Spoiler


The crash when entering the shed a second time no longer occurs. Though you may want to have Sal respond differently when looking at items in the shed, especially the bug poison because it's something that could conceivably be used to get rid of Jack.

A new bug I did find in hour 4 is that when Sal clicks on the fallen tree he still gives Jack's response of "I allready got the axe..." before giving his own. Also if Jack didn't all ready take the spray paint from the shed then Sal can swipe it when he enters it.

The zombie is much more evil looking then the green skeleton, Good job with that! :)

If you let Gordy  hang though Jack still refers to The zombie as a skeleton "The skeleton had strung him up on a rope and left him to die."

Perhaps when Jack runs from the zombie when it shows up to claim Gordy Jack can issue some sort of comment when leaving the room or going back in the house so you know he chickened out?

Good to see the problem with giving Darcy the salt and candle have been fixed  :)

Also see that you fixed the problem with giving the star to the ghost before finding out about his pot, but it looks like the topic for police stills shows up early.

You may want to make Astrid check both the cabinet AND the fridge in hour 5 and also have Astrid change into her raincoat before following Jack outside in hour 7.

Also when entering the shed when it's dark in chapter 6 onward you may wish to allow the lighted area to move about the room if that can be done.

Don't think the bit with fighting/running from the wolves needs to be any harder, though a skip button of some sort to bypass the scene would be nice, or maybe allow the player to continue even if the wolves did get him?
[close]



EDIT April 30,
Spoiler

The problem with looking at the lower half of the room and getting the response of Gordy and Darcy getting friendly after the attack still sometimes appears though not often, not sure what the triggers are involved though. Maybe after the attack Jack can comment on the mess of broken glass the zombie left in the lower room?
[close]

Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Mon 02/05/2011 22:14:01
Took the weekend off, and now I'm back on the job.

Tabata -
Going through your comments and cleaning up those errors. 
  1) Yes, I "tried" to make the wolf more dangerous. 
  2) I cannot figure out why the GPS isn't responding better. 
  3) You commented on her shoe... that made me go back and check the original images and I found a problem there.  Then I decided I could make Jen work better and look gruesome when she's killed. 

Resolving problems with graphics always takes longer.

mkennedy -
Will be getting to your comments tomorrow.

- Cogliostro
Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Wed 04/05/2011 19:07:58
mkennedy -

You are now mentioned in the credits.

Sal has an appropriate comment and a clue when interacting with the poison.  Neither can he snatch the spray paint.  He also responds appropriately when looking at the fallen tree.  The lighting in the shed should move with the mouse now.

Glad you like the zombie!  And now every converstation refers to it as a zombie. Originally Jack was attacked even if he ran away from the zombie.  Apparently I lost that bit of code during one of my few crashes.  It is now back in place.

CANDLE & SALT: Thanks for double checking these things

The dialog about the police badge has been eliminated.  I *THINK* there are enough clues about what you should do.  Hoping one of the new guys comments on the difficultly of this challenge later.

Astrid now comments on the refrigerator, and will remember if she already checked the cupboard.

WOLF FIGHT:   I intend to go back and make this harder.   If you manage to get killed, then on the death screen, you have the option to SKIP AHEAD now.

Glad I was right about the "old version problem."  After I commented on that, the problem gnawed at me and I spent an hour looking through log files.




Tabata -

I spent a LOT OF TIME working on Jen's death.  I think it looks a lot more dramatic now.  If the demand is there, I could make it really gruesome without out too much more effort.

Haven't had the chance to get back to the GPS.

No further updates until Friday.

- Cogliostro
Title: Re: Nine Hours to Dawn
Post by: Tabata on Wed 04/05/2011 20:04:34
Quote from: Cogliostro on Wed 04/05/2011 19:07:58
...
WOLF FIGHT:   I intend to go back and make this harder.   If you manage to get killed, then on the death screen, you have the option to SKIP AHEAD now.
...

Would it be very difficult to code something like:
Spoiler

After several death's (maybe 9, like we have hours to dawn) the player will get the chance for skipping and maybe also adding an automatic-save (when using the skipp-button) for those, who prefer to go on with the story first, but including the possibility to retry this challange whenever they want later again?

This way every player will get in the right mood, given from the fight, but won't get stuck endlessly until it is won. In my personal opinion this would be a great service for the player, getting the choice to try as long as he want to.
[close]

Quote from: Cogliostro on Wed 04/05/2011 19:07:58
...
I spent a LOT OF TIME working on Jen's death.  I think it looks a lot more dramatic now.  If the demand is there, I could make it really gruesome without out oo much more effort.

...

Let's take a look and measure the intensity of shudder to tell, if I could endure more ;D
Title: Re: Nine Hours to Dawn
Post by: Darth Mandarb on Wed 04/05/2011 22:20:35
This is getting slightly out of hand!

Please take the blow-by-blow beta testing into PMs (or email, something) and the the critics/suggestions into the Critics Lounge (or also PMs, emails).  It's now a full-page now of unreadable/hidden code that makes finding information about the game difficult and is cluttering up the thread!

Thanks.
Title: Re: Nine Hours to Dawn
Post by: Cogliostro on Wed 04/05/2011 22:36:53
Quote from: Darth Mandarb on Wed 04/05/2011 22:20:35
This is getting slightly out of hand!

Please take the blow-by-blow beta testing into PMs (or email, something) and the the critics/suggestions into the Critics Lounge (or also PMs, emails).  It's now a full-page now of unreadable/hidden code that makes finding information about the game difficult and is cluttering up the thread!

Thanks.

Okay, PM me your email address and we'll move this off the forum.

For the record, I have no self-control and have uploaded a version that give closure during the credits.

- Cogliostro