Wretcher (Updates on the website)

Started by Alan v.Drake, Thu 22/04/2010 23:38:28

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Alan v.Drake



Wretcher
A famed archaeologist commits suicide, leaving behind his mansion and all of its possessions in the hands of his niece Aileen. Together with her friend Keith, they seek to unravel the mystery behind his death and the dissappearance of his wife. A darkness cast its shadow over the mansion with more than just secrets awaiting to be discovered.


The gameplay
As you may see I'm trying to carry on what made that old gem that is clocktower so unique, its style and its gameplay, which means that there will be chase scenes in which you'll have to run and hide, hoping not to be found, and unnerving events that will send shivers through your spine (admitted I'll manage to make it right)

Screenshots





Updates
06/03/2012  - Even greater news, the website is finally live.

03/02/2012  - Great news, www.wretcher.com will soon be fully operative, there's also a last update to the gameplay demo (just a few fixes and one room more) that you can get HERE.

27/01/2012  - Yes, I'm working on it. This year bears good prospects.

19/12/2011 - Here's the link: *edit: Deprecated link removed* - Ags Game Database Entry

15/12/2011 - I forgot to mention, but the previous month I made a playable demo with random content for AdventureX, I'll post the link in a couple of days

23/09/2011 - Modfied AGS to allow automatic panning of character generated sounds, added a couple of DirectDraw filters and some minor stuff.

02/09/2011 - After the usual period while I'm as productive as a chunk of rock, I'm back on track drawing backgrounds. This time I learned Sketchup, and damn, I wish I had started using it earlier. No need to reply the thread, wait until I have something meaningful to show off.

11/04/2011 - Thanks to Gravity, who's helping me with the dialogues and Chris Darril who's lending a hand for the portraits, progress is being made, now it just a matter of building up momentum, heh... easier said than done.

08/01/2011 - Crappy little tech demo to show off the latest scripted features: *edit: farewell megaupload*

09/12/2010 - Most of the features are done, the in-game books are done, the panic mode works, monsters can chase the player (still need more work), the player loses energy when running too much and can recover it while standing still. I'm working now on a dynamic ambient sound generator (to cut down room scripting) and a couple of other sound related scripts.

07/09/2010 - Yes, I'm working on it. And the intro is going to be reworked, as many of you pointed out it sucks, heh.

17/05/2010 - I'm getting brain cramps, It seems I need a couple of months break to recharge my energy.

24/05/2010 - New demo with more gameplay and improvements. * POOF! LINK'S GONE *

03/05/2010 - I managed to work on the backgrounds, so most of the place holders are now gone. Added stereo footsteps. I'll try to keep up the pace and update the tech demo sooner or later.

28/04/2010 - Here, a small and very short demo, it's still missing a lot of functionality but shows roughly what you should expect from Wretcher. Download demo [Deprecated]
The controls are: Double-click run, Right-click look (not very used yet), F1 options, F5 save/load.

I still have a lot of stuff to draw and code, so I'm afraid it will take another month or two to piece together something more polished and consistent.



- Alan

Dualnames

Pfff..some people just can't draw.



Seriously looks astonishingly spooky, and well made!! Really looking forward to it! It has that Alone in the Dark feeling!
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Peder 🚀

Looks lovely!
Love the art style!

Matti

Wow, this looks nice!

Haven't played Clocktower, but watched some videos. You really captured the style and I'm looking forward to cool chase scenes. Can't wait for the demo coming out.

xenogia

This looks absolutely fantastic, this is definitely going on my must play AGS games list.

Calin Leafshade

Looks pretty.. I endorse and support this game fully.

I'm Calin Leafshade and I approve this message.

markbilly

Looks fantastic and sounds really interesting.

Can't wait for the demo. In fact, this is on my "can't wait" list. :)
 

Grim

#7
Mmmmmm.... yummy!

Really love the graphics!!!

My only advice would be not to make all this family relations stuff too complicated!:)

EDIT: Just noticed something about the game's title logo. I knew it reminded me of something( delete this please if you decide I'm spamming your thread, just thought the resemblance is quite striking):




LRH

RELEASE THIS NOW!!!! O_O
This looks incredible! I can't wait to play.

xenogia

To be honest this makes me want to give up on my game .. lol

SarahLiz

Oh my, I'm speechless, this is so beautiful.  My favorite kind of storyline too!!!   Creepiness!!  :D

Captain Ricco

oh! so much dithering a tearof joy ran don my face  

this looks great! And that little bit of story, though nothing surproisngly original got me hooked up!

xenogia

@Alan v. Drake:  Just to let you know I've put a post of this game on website.  Send the buzz around.

Dualnames

Quote from: Calin Leafshade on Fri 23/04/2010 00:54:11
Looks pretty.. I endorse and support this game fully.

I'm Calin Leafshade and I approve this message.

Okay RayWilliamJohnsonshade!

Quote from: Grim on Fri 23/04/2010 01:29:19
EDIT: Just noticed something about the game's title logo. I knew it reminded me of something( delete this please if you decide I'm spamming your thread, just thought the resemblance is quite striking):

God, and I thought i was going crazy or something. :D

Quote from: Xenogia on Fri 23/04/2010 01:59:42
To be honest this makes me want to give up on my game .. lol

Yeah, I feel you here. Every time I'm comfortable with my game, some new guy breaks it for me. To quote myself on IRC when I first those some months ago:
Quote
Haloa: Hey, you want to see some backgrounds?
Babar: Sure!
JimReed: Yes, link us
Dualnames: Don't. You'll get us all even more depressed.

PS: Release something please fast. (Demo)
      I hate to see this become what the rest great games I'm waiting for had (teasers).
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Alan v.Drake

@Grim: yeah, I was aware of that, it's all the font's fault. I hadn't any other that fit right, and I was regretful to change the name, so I left it like that...

@Xenogia: Thanks.


Oh, and the remember - flattery is the artist's bane -  so please don't overdo it or my performance will decrease.
See ya.


- Alan

david

I am speechless, this is incredible, carry on  :D

Chicky

This game looks crap, you should stop production right away!

Pixelton

Yes that looks tasty really nice man.

My only crit and I hope you take this as coinstructive....stop making me looking bad!

Keep up the good work it looks like you've put in a good few hours there so try not to lose steam on this and keep yourself in 5th gear. I find whenever I decide to take a small break from a game production it actually kills it. I can't wait to play this.
Please follow our progress on IndieDB!

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

kaputtnik

Quote from: Mr. Matti on Fri 23/04/2010 00:18:12
Wow, this looks nice!

Haven't played Clocktower, but watched some videos. You really captured the style and I'm looking forward to cool chase scenes. Can't wait for the demo coming out.

This does look exactly like Clock Tower, actually. Will the Wretcher also have those huge scissors?
I, object.

Shane 'ProgZmax' Stevens

While I'm not too big on the film grain effect (I think it obscures the effort taken on the artwork rather than improves atmosphere) the art style is solid and the color selections varied and interesting.  I look forward to seeing how this turns out.

Harg1

Looks very good! Good drawing!

Knox

QuoteThis game looks crap, you should stop production right away!

LOL!!

Looks really cool, another ags game Im looking forward to checking out!
--All that is necessary for evil to triumph is for good men to do nothing.

vertigoaddict

...Make love to me...no you don't have to, just treat me like the wild animal that I am.

I am a *TOTAL* CLOCK TOWER fan  ;D

This...this is....OH MY GOD TAKE ME TAKE ME NOW!

Can't wait to play this

Derrick Freeland

I really like the look of this.  Definitely into the detail and realism.  Also, I'm fond of the film grain (that might be bias, however, it's similar to an effect I use myself for graphics ;))  Can't wait to play this.

xenogia

From the demo, I love the immersion of the world.  Your use of stereo sound effects is indeed fantastic, and you also got the lighting just right.
As for the critical aspect I found the footstep sounds quite annoying, maybe make them a little quieter?
Also this has nothing to do with your work per se but I was getting sound stutters in this as well.

Calin Leafshade

If you need voice actors, ya know where to find me.

Alan v.Drake

@Calin: I'll keep that in mind, but that's something that has to be done later in development. I want final and well-written conversations before making that extra step.
@Xenogia: Yes, those footsteps need adjusting, as most of the other audio need as well.
@kaputtnik: No, there won't be huge scissors.

About other concerns, as you may have noticed I'm still using CT rips as placeholders to speed things up, I promise I'll get rid of them as soon I finish my own graphics, but that's on a lower priority as of now.


- Alan

xenogia

What are you using as place holders?

Alan v.Drake

Background stuff in the generic rooms, no point in making lists, probably by the next update most of them will have been replaced.
See ya.

- Alan

xenogia


markbilly

Shaping up really nice. It is definitely on my list of projects to watch! :)
 

Abisso

This art style is simply astounding. I just can't find the words to express how good it is.

I wish you'll be able to release this game.
Welcome back to the age of the great guilds.

TM

This looks, as everyone else has already said, amazingly atmospheric. I love the nuances. The effort clearly shows. Just one thing, please don't use that unwieldy font.

My website & blog

Alan v.Drake

Quote from: TM on Tue 04/05/2010 22:14:32
This looks, as everyone else has already said, amazingly atmospheric. I love the nuances. The effort clearly shows. Just one thing, please don't use that unwieldy font.

If you are referring to the logo one, I'm planning to draw an original font just for it.
If you were talking about the one used in conversations, well that's still a rip, is the size right, or is it too big ? I need some feedback on that before drawing a proper one.


Thanks everyone for the compliments. I'm devoting all my free time to the making of this game, so I'll definitely release it.

- Alan

Jim Reed

Bah, Haloa, you old punk, you can't draw shit, you're sprites also look shitty, and I was wondering if you were available to draw some for me too? =P

Alan v.Drake

Quote from: Jim Reed on Wed 05/05/2010 07:45:30
Bah, Haloa, you old punk, you can't draw shit, you're sprites also look shitty, and I was wondering if you were available to draw some for me too? =P

Sorry pal, I've already reached my working limit.

- Alan

Jim Reed

I know, it's just me saying your stuff looks good =)

TM

#37
Um sorry, I could have been a little clearer.

The logo font is actually quite good, I think. If you want that occult, daunting look, go with it. You could decrease the letter spacing to make it more compact.

In the last post, I was talking about the game font. It's too large compared to everything else that's going on on the screen. The letters are too far apart, making the words hard to read. I've searched dafont.com for some good readable fonts. Here are:

- Tempesta
http://img22.imageshack.us/img22/5097/tempesta.gif

- Supertext
http://img17.imageshack.us/img17/7106/supertext.gif

While these are solid and very readable, they lack character, so I tried to make up a font that looks similar to the one you're using now. I spent 30 minutes on it, so it's nowhere near perfect, the balancing is all off etc. but maybe you can use some of it:

http://img143.imageshack.us/img143/4246/originaly.gif

My website & blog

Abisso

I vote for the font TM did!!! (I can vote, can't I?)

It's very, very appropriate.
Welcome back to the age of the great guilds.

Alan v.Drake

#39
Still, it would look small, hmmm... maybe raising the font's mid line (or whatever it's called) one pixel



I'll come up with something this evening.

EDIT: What about something like this ?

... still needs some fixings, though.

- Alan

WHAM

Wrongthinker and anticitizen one. Pending removal to memory hole. | WHAMGAMES proudly presents: The Night Falls, a community roleplaying game

TM

Quote from: Alan v.Drake on Thu 06/05/2010 12:58:37
Still, it would look small, hmmm... maybe raising the font's mid line (or whatever it's called) one pixel

That's how I had it at first, but I thought it might be too big. I mean, most people have 19" to 22" screens these days, right, so that font is going to be ginormous already... That said, I like what you've done with it. Oh, and also, I wanted to comment about the graphics again. The depth you create in those rooms is amazing. Totally inspiring. I think it's sad that some rooms don't use the whole width of the screen, though. Good luck with the game!

My website & blog

xelanoimis

This looks perfects. I love the noise effect on the graphics. It's very appropriate for the mood.
I hope it will sound perfect too. You need good music and hopefully good voice acting too.
Keep the good work, I'd love to play this one!

Darius Poyer

This just looks extraordinary, well done on the graphics.

I'm almost getting excited for this one.

Dualnames

#44
Thanks god someone commented, cause I was itching badly to. It's a really nice game from what I've seen in the demo, and very solid scripting there. The interface has some things that look like a pain in the ass to code (not speaking of the noise filter). ;)
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Alan v.Drake

Hello all,
I'm not far from finishing the introductive part, you can expect the rectified demo by the end of this month. Stay tuned.

- Alan


Stupot

Looks great.  I wish I'd caught the demo.  Are we to expect a new demo soon?

Dualnames

Quote from: Stupot on Fri 21/05/2010 01:37:14
Looks great.  I wish I'd caught the demo.  Are we to expect a new demo soon?

Stu if you want it I can give it to you, but I'd rather wait for the new one, cause the first one is rather short as Haloa, would agree.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Alan v.Drake

Demo updated, check the front page for the link.

- Alan

Darius Poyer

Played the demo and I've got to say that it plays really well, allot like Clock Tower with a mouse (not a bad thing for sure). The only real problem I had with the game is that it takes a while for it to kick off. Allot of the dialogue felt a bit long and for some reason the relationship between the protagonist and his lady felt a bit stale.
Then again, spending some time actively settling into the house might help build up tension for the freaky events that follow.

I really enjoyed the demo, especially the freaky stuff.

Alan v.Drake

Yeah, I'm afraid I'll need an helping hand to make good dialogues.

- Alan

Igor Hardy

#52
Played the demo. The graphics and animations are "Woah". You did them all by yourself?

The only problem was that I felt like I'm watching a film and not playing a game.

Hard to say anything about the plot. It was pretty much all just teasing so far.

Darius Poyer

#53
So I decided to play it again to settle my mind on what I felt iffy about regarding the dialogue.

The opening scene in the car where they discuss the uncles suicide was oddly forgettable. A scene like that should give the player a clear idea of where he is going and perhaps also plant some seed of what to expect. Instead, having them talk in loose terms regarding the auspicious circumstances in the death of both the uncle and his wife, both of whom where never properly introduced. Isn't really an effective opening.

Instead I think id prefer the discussion to be more focused on where rather than what happened 'there'.

for instance:
Male Wake up, were almost there.
Lady ...how far?
Male Don't you recognize this road?
Lady Not sure, all roads look the same at night.
Male We just passed the lake.
Lady yeah, then were close...
Male It feels strange doesn't it.
Lady I don't know, I really love that house, even though he killed himself there.
Male Still, its just a weekend right?
Lady Unless you like the place.
Male I just don't feel right about living in a house where your uncle killed himself.
Lady That's the turn.

In this example the dialogue establishes the lady's familiarity with the area, suggesting she spent quite some time here in the past. We understand that they are going to spend a weekend in the house where her uncle killed himself. We also establish that the protagonist feels a bit disturbed about these circumstances. There is also the sense that they travelled quite far to get there. That can be very effective for the atmosphere of the game since most horror functions in the realm of unfamiliarity. You might even say that fear is just what's unknown.

It's easy to think that using non-specific and loose terms in dialogue adds a sense mystery fit for a horror game. But you really just end up with some bad dialogue that doest add to the atmosphere or give the player any direction. Loose terms are forgettable for the most part.

Hope this helps.

Calin Leafshade

A very pretty game. The production values are probably the best ive seen in an AGS game.

Not just the graphics but the general 'feel' of the whole thing.

I will agree, however that the dialogue could use a little work.

I am very excited about the project though. Keep it up.

TM

Yay! Got the demo this time! It's pretty amazing and inspiring, all the love you're putting into this. It's like every pixel was carefully put into its right place.

Here's what I like:
- Intro sequence, though I'd prefer Darius' more concise dialog, I think.
- The grain, which makes the whole scene come alive. Grain is awesome and you've pulled it off nicely.
- Background dithering - how did you do this? Is it a Photoshop export setting? You didn't handpaint all those, did you?
- The atmosphere - I want to start playing right now!!! Not many games do this for me.
- Animations, toned down and realistic.
- Running with double-click! :D
- Cursor animation
- Dialog typewriter effect - don't know what to call this. The way the dialogs are revealed. It's really neat.
- Title screen and menus
- Save game menu, which doesn't bother me with having to put in a name for the save game and also has all the important information.

So much to like. Obviously, you've put much thought into all the little things.

Here's what I don't like:
- Exit in hallway isn't clear. Didn't know there was a door there until I accidentally clicked on it.
- I guess the blurry Arial font in the intro is just a placeholder. :D
- May I suggest double-clicking on a door teleports to that room?
- Low-res, but I understand it's supposed to be a Clocktower tribute, so I guess that's why.


I want to ask how you do the backgrounds in general. Some of it looks like it could have been 3D rendered, like the street scene.

This game looks absolutely amazing and as I said, I'd love to play it right now. (I think I'd actually pay for this.) I guess I'll just play the demo some more.

KEEP IT UP!

My website & blog

Digital Mosaic Games

#56
Genius! Only the Demo makes it to one of my favourite AGS-Games! I took my headset on, setted the sound to full, closed the door, putted the light out and looked into my big computer screen. On this nightmare-scene I almost shitted my pants. ;)
Please more of these! It is like a good horror-movie. really. And this "television-effect" makes it really atmospheric.
Of course I love your art-style! It is a familliar retro-style. Reminds me a lot at clocktower. I can´t wait to play the finished game.
Keep up the great work!

voh

#57
Just played the demo. Graphically it's massively strong - no qualms there.

- I did, however, immediately get annoyed by the footstep sounds. They're a little loud and I'm not sure the sound effect really fits with footsteps.
- When you leave the house, the character is hidden by the pillar. Kinda took me a second to figure that out ;)

Kudos, however. Even though the dialogue was a little stilted ("I propose we have dinner" isn't something I'd say to my loved one :p), it did keep me interested. The game does get off to a fairly slow, not-really-interactive-all-that-much start, but given the exposition we're getting, that's not really a problem to me.

All in all, can't effin' wait ;D

edit: Atmosphere's great, too, forgot to mention that. The creepy stuff was actually creepy :p
Still here.

Calin Leafshade

I agree that the sound design could use a little work in general.

*takes off his sound engineer hat*

Dualnames

#59
I haven't tried the new demo, but yesterday I was playing Clock tower for some other reason, and this game looks at some points EXACTLY like it. Even in terms of sound design.

EDIT: That's a great thing, I'm not saying its a rip-off cause it's not. Haloa's done great work on this, and I freaking love it!

I'd love some ambient sound going on, because Clock tower really didn't have that. And also Clock tower, had those very nice yet very slow framerate scenes, which I found very nicely drawn, but very unscary.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Alan v.Drake

Is that an offer mr. Calin ?


Looks like cranking up the footsteps volume again wasn't such a good idea after all...

- Alan

buddha

Looks very promising, I just played the demo.

A little constructive criticsm:

-The footstep sound was very annoying from the start (more accentuated by the fact that in the beginning 3 people are 'walking' all over each other's sound) It is more distracting than adding to the overal superb atmosphere.
-During the intro in the car the first few seconds it wasn't clear to me whether he was talking on the phone or whether there was somebody else in the car (is my monitor too dark?) maybe the passenger can light a cigaret or catch some passing light too, to accentuate this?
-Regarding the dialogue could maybe be made a little more 'real-life'-like.


Aside from that, love what you've done with the graphics and general mood! Keep up the good work.


Quote from: Xenogia on Fri 23/04/2010 01:59:42
To be honest this makes me want to give up on my game .. lol
I sure hope not ;)

voh

Re: opening scene in car - passenger: I wasn't going to mention it because I thought I'd be one of the few, but that did confuse me a little - up until two people got out of the car :p
Still here.

Calin Leafshade


vertigoaddict

+The car scene didn't bother me much, yes at first I though he was talking on the phone but then I noticed another person's silhouette moving.

+What did bother me was the animation speed, it felt like he was walking towards a gushing tide or something struggling to get to the other side. I remember Clock Tower's animation to be just a bit faster (the speech wasn't but surely the movement was). maybe add an option to adjust animation speed too?

+ this one is just a suggestion
Spoiler
when he's in the bloody room, maybe change the footstep sounds to that of walking in a puddle?
[close]

+ With that said the footstep sounds didn't bother me too much.

+This game is cool so far, keep up the good work.

Alan v.Drake

Quote from: vertigoaddict on Tue 01/06/2010 09:32:24
+The car scene didn't bother me much, yes at first I though he was talking on the phone but then I noticed another person's silhouette moving.

+What did bother me was the animation speed, it felt like he was walking towards a gushing tide or something struggling to get to the other side. I remember Clock Tower's animation to be just a bit faster (the speech wasn't but surely the movement was). maybe add an option to adjust animation speed too?

+ this one is just a suggestion
Spoiler
when he's in the bloody room, maybe change the footstep sounds to that of walking in a puddle?
[close]

+ With that said the footstep sounds didn't bother me too much.

+This game is cool so far, keep up the good work.

- I'll come up with something for the car cutscene, I acknowledge that on some monitors it could look too dark as buddha said.

- Walking speed is should be as fast as a normal person walking, to go faster you can run. I also have some reasons to make the walking not too fast.

- That's on my to-do list, Calin shall lend me a hand for the sounds.

- The game is still below average so far. It'll need a lot more work to make it good.

splat44

Interesting game

What I've found so and recommendation:
Spoiler
Window is already half way opened, when trying open it, it move when it shouldn't especially when getting "it's stuck message".
Therefore, you might want have window completely close and shouldn't move when trying opening it.
[close]

Window breaking:
Spoiler
It strange in seeing this broken while being opened half way and seem unreal for wind to do it's job.
However, if the cat is breaking it, you might to include a bit blood in backgroud
[close]

Again, I looking forward to it's completions

Regards

Alan v.Drake

#67
Quote from: splat44 on Sun 06/06/2010 04:28:42
Interesting game

What I've found so and recommendation:
Spoiler
Window is already half way opened, when trying open it, it move when it shouldn't especially when getting "it's stuck message".
Therefore, you might want have window completely close and shouldn't move when trying opening it.
[close]

Window breaking:
Spoiler
It strange in seeing this broken while being opened half way and seem unreal for wind to do it's job.
However, if the cat is breaking it, you might to include a bit blood in backgroud
[close]

Again, I looking forward to it's completions

Regards

As far as I know, empty glass pitchers don't lose blood when broken. Unless you're implying the cat went as far as breaking it, jumping into its sharp fragments willingly because he's masochistic or something and then running away through the window.

EDIT: BTW I'll be taking a 2-3 months break to recharge my productivity


- Alan

splat44

Quote from: Alan v.Drake on Sun 06/06/2010 12:41:05
Quote from: splat44 on Sun 06/06/2010 04:28:42
Interesting game

What I've found so and recommendation:
Spoiler
Window is already half way opened, when trying open it, it move when it shouldn't especially when getting "it's stuck message".
Therefore, you might want have window completely close and shouldn't move when trying opening it.
[close]

Window breaking:
Spoiler
It strange in seeing this broken while being opened half way and seem unreal for wind to do it's job.
However, if the cat is breaking it, you might to include a bit blood in backgroud
[close]

Again, I looking forward to it's completions

Regards

As far as I know, empty glass pitchers don't lose blood when broken. Unless you're implying the cat went as far as breaking it, jumping into its sharp fragments willingly because he's masochistic or something and then running away through the window.

EDIT: BTW I'll be taking a 2-3 months break to recharge my productivity


- Alan

No problems Alen, Thank you for your feedback and I'm looking forward to game completions

Stupot

Just got round to playing the demo, and it was seriously creepy. Can't wait for the full version.

Sometimes the animation is a bit slow, even though you can make him run by double clicking, this didn't always seem to work on every hotspot or exit.

I was intrigued by the magic button on the gate-post that turns night into day.  Will this be a feature in the game, or was that just an Easter-egg to show that you also have daytime artwork for that screen?

While the English isn't terrible, I do think you'd benefit from a quick proof-read, just for that bit of extra quality.

Shaping up to be a classic.  Keep it up :)

Dualnames

Honestly, I played it and it was very nice. But unfortunately, not scary.  :(

I'm easily scared, and I begged for that. But no go, also some stuff itched me in terms of dialogues and probable behaviors. Also hopefully the game will be less of a rolling demo at some point.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Alan v.Drake

Quote from: Stupot on Wed 07/07/2010 17:05:00
Just got round to playing the demo, and it was seriously creepy. Can't wait for the full version.

Sometimes the animation is a bit slow, even though you can make him run by double clicking, this didn't always seem to work on every hotspot or exit.

I was intrigued by the magic button on the gate-post that turns night into day.  Will this be a feature in the game, or was that just an Easter-egg to show that you also have daytime artwork for that screen?

While the English isn't terrible, I do think you'd benefit from a quick proof-read, just for that bit of extra quality.

Shaping up to be a classic.  Keep it up :)

That switch... I had forgotten to remove it, heh. It was an early coding attempt to change between daylight and night, but it wasn't fully coded, I removed it anyway since now I have scripted console commands to do that better and globally.
I have found maybe two helping hands for the dialogues, so you won't have to brain bleed while reading 'em.


Quote from: Dualnames on Wed 07/07/2010 18:25:53
Honestly, I played it and it was very nice. But unfortunately, not scary.  :(

Just you wait, Duals. Just you wait!


I expect to be back up and running by the end of August.

- Alan

Gravity

I loved the Clock Tower games so this is definitely on my 'must play' list when it is finished.

Emperor Justin

Just finished the demo.

The good:
Awesome graphics.  really moody and cool, great attention to detail.  The highly pixelated background (that is, where I can see individual pixels used for shading) lend a very gritty and somewhat surreal quality to the house and yard.  The characters themselves are very well-animated (enough so to make mke dread animating something of this quality on my own).
Sound effects are likewise topnotch.  The crickets, the footsteps, all of it great.  Well done.  The crash coming from the kitchen actually gave me a start.  You also use silence really well, which is a thing a lot of folks overlook.
The mood.  Very creepy, very dark and isolationist.  Well done here as well.  The opening pan of the house's entryway was really cool and a good set up.  The intro with the car drive in the dark was also really nicely pulled off.

The bad:
Spelling.  Some extremely elementary mistakes, enough to make me curious if English is your second language.  "Misteries" or something like that.  Ouch.  "Thanks god," was another, and while thanks and god were both spelled correctly, the grammar is off.  There were several more, but those two stuck out.  Nothing ruins immersion like bad spelling and grammar.

Pacing.  I know it's a demo, but the start is too slow.  The intro is good, but then there's meeting with the realtor lady or whoever she is, going to the car, coming back in, seeing a cat, chasing a cat, fussing over the window, talking in bed, etc etc.  I know the cat taking the keys is important, but it's awkward and unrealistic for the house-lady to be there in the middle of the night signing papers and handing out keys.  This should have been done off screen, before we got started. 
The exposition in bed about the woman getting into archaeology feels REALLY forced and awkward.  Surely that doesn't have to come up that second does it?  By the time weirdness is happening, it feels overdue.  Which brings me to me next thingy...

Hand-railing.  There are very clear boundaries you set up right from the get-go, the most obvious of which is transporting the character from room to room without letting them walk there between scenes.  For instance, I never actually walked to the bedroom.  I just got transported there when the characters said they were tired.  Then I wake up and go look in that other room.  Now, here comes the bad bit: I've never seen this room before, so the fact that the character has to TELL ME it isn't the room it's supposed to be is a serious fault.  I should have come across this room on my own, seen it was a bathroom, then come back to it in the nightmare and been like "Whoa holy crap where is the bathroom?!" Instead, when I walked in, I just thought "What an odd room.  Maybe they haven't painted it yet." until the PC says "Whoa hey where's the bathroom?"  I shouldn't have to wait for him to fill me in on what's going on.

I don't want to give you the wrong impression.  This is a really strong game, but even in the 5 minute or so little demo, there are a lot of mistakes and oversights.  If these are the only whoopsies in the whole thing, you've got the makings of a great game on your hands.  However, more game means more room for overlooking spelling, more opportunities for the story to drag, etc, and it'd be a shame for a game with so much potential and talent to fall short because of an absence of spell check and an eye on the plot moving forward.

Overall so far though, great stuff, and I eagerly await the finished product. :D     

Darius Poyer

That's some great news! I can barely find AGS games that interest me anymore, I'm glad your still working on this drake.

Alan v.Drake


Snake

Grim: "You're making me want to quit smoking... stop it!;)"
miguel: "I second Grim, stop this nonsense! I love my cigarettes!"

Emperor Justin

What happened to Wretcher?  I was really looking forward to the full version. Please come back, Wretch <:[

Alan v.Drake

Quote from: Emperor Justin on Sat 23/10/2010 18:35:53
What happened to Wretcher?  I was really looking forward to the full version. Please come back, Wretch <:[

It's being worked on; an update will be posted when there's a substantial amount of progress to show off, probably by the end of the year.


- Alan

Emperor Justin

Sad that I have to wait, but I'm sure it's worth it!  Looking forward to whatever you have to show us!   :D

Alan v.Drake

Just so you guys know I'm not dead yet, this is what I'm working on:



You are looking at Keith hiding in the shadows while the (placeholder) monster tries to locate him. I'm halfway done with it.


- Alan

GreenBoy

Very impressive, this game is getting better and better.  Is it a placeholder because you don't want us to see the "Monster"?  Because I'm quite happy to leave it as a surprise. 

Alan v.Drake

It's a placeholder because I have yet to draw and animate the monsters.


- Alan

cianty

I love all the screenshots so far. Very atmospheric stuff! Can't wait to lay hands on this game!
ca. 70% completed

Alan v.Drake

#84
Well, it seems that being unemployed speeds up development times dramatically. I might really be able to finish scripting the engine before new year's eve. If I do I'll probably release a tech demo to show off the new features, the real deal will take some more time I'm afraid.


In-game book test with random text and pic

The achievements screen, now operative

Updated the first post. Let's see if I can keep up with the pace.


- Alan

zlandael

I can't wait for another demo, keep up the good work!

Mati256

Quote from: cianty on Sun 14/11/2010 14:49:52
I love all the screenshots so far. Very atmospheric stuff! Can't wait to lay hands on this game!

I fully agree!
My Blog! (En Español)

Digital Mosaic Games

I'm really not waitin for many ags-games but this one is one of these. Actually the only one. ::)
Really amazing work buddy! I loved your demo. It's so atmospheric and sometimes shocking although it's pixle-graphic(which I love also very very much). Please never give up this great project! Good look man!

MiSaNtHrOpE

This game looks absolutely amazing. I am itching with anticipation for its release.

There hasn't been a really good AGS horror game since McCarthy Chronicles.

poltergeist

This looks astonishing! I'm really looking forward to this game :D

Dualnames

Quote from: MiSaNtHrOpE on Wed 05/01/2011 06:38:00
This game looks absolutely amazing. I am itching with anticipation for its release.

There hasn't been a really good AGS horror game since McCarthy Chronicles.

When I first read this I thought you were talking about McCarthy 2. Did we play the same game?
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Igor Hardy

Quote from: MiSaNtHrOpE on Wed 05/01/2011 06:38:00
This game looks absolutely amazing. I am itching with anticipation for its release.

There hasn't been a really good AGS horror game since McCarthy Chronicles.

Nah, horror games never die! There were titles like The Marionette and Escape From The Chaotic City released after McCarthy.

LRH

*Plays first movement of Moonlight Sonata in a corner with a single tear rolling down his face.*

Igor Hardy

#93
...as well as two Living Nightmare games!

Sorry Domithan. Amnesia got me + I just wanted to offer some examples, not a complete list.

LRH


Darth Mandarb

Alright guys, back on target please (though I do enjoy Moonlight Sonata)!

theo

Fun idea implementing an achievements system. Will they unlock anything or are they simply for brags?

I liked the "behind the scenes" type things that could be unlocked in the blackwell games, but I felt the whole thing was rather clumsily implemented. I didn't write passwords down etc. etc...

Very much looking forward to seeing more from this game. Lovely style.

Dualnames

I can't say I'm a fan of achievements system, in much fact few games that have one, really have a USE for it, mostly it's just for the sake of achievements. Like congrats you talked to this person twice. It's kind of pointless in general, but I'm still open-minded to any approach/take on the subject.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Anian

Quote from: Dualnames on Fri 07/01/2011 02:53:41
I can't say I'm a fan of achievements system, in much fact few games that have one, really have a USE for it, mostly it's just for the sake of achievements. Like congrats you talked to this person twice. It's kind of pointless in general, but I'm still open-minded to any approach/take on the subject.
But if for example opened new dialogue option would be nice. Say you try every combination of potions or similar and then you get an option when you talk to people to ask them about magic, or if you take every item you can take in a game, in the next play through you can do a magic trick and pull a quarter out npc ears...

Anyway, I'm looking forward to this game, seem interesting and of good quality.
I don't want the world, I just want your half

Alan v.Drake

#99
Ok, here I am. About the achievements, yes, some are for bragging , others instead will unlock certain stuff, for example reading all the ingame books and notes will unlock the library, another will unlock concepts, a secret ending, etc. I have plans for them.

I admit I've been slacking off last week on the Wretcher side, but the development is still safe and sound.

Calin sent me a bunch of sounds I needed, which has been the biggest contribution so far, heh.

I'm still waiting for other stuff from other people, but if it keeps going at this rate I'll end up doing them myself... :\

Anyway, I baked another dull poor tech-demo, let's pretend it's a Relaxing Ambient Sound generator, shall we ? Please don't complain about inconsistences in the samples volume, I'm already aware of that, but I'm not gonna sweat on it until the code is 100% working.
This version has a debug user interface you can click on, don't ask me for the console commands, you don't need them.

Here's the link: http://www.megaupload.com/?d=V67SRXSO


A little more work and Wretcher will move to the next phase!

- Alan


p.s: keep in mind the demo is based on three test rooms, so don't come barking at me because I used a CT's background for one of them!

Jdinky


Dualnames

#101
mediafire please? I have this issue with megaupload.  :-\
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

GreenBoy

Just played the tech demo, very cool, I can't wait to see it all fleshed out with a story etc.  Everything is so polished it feels really professional especially with the sound.

The only thing I will say is that I found it annoying that I couldn't tell how I got the achievements.

Matti

The tech demo is really cool, especially the rainy outside screen is very impressive and moody. I'm really looking forward to it.

Alan v.Drake

Quote from: Dualnames on Sat 08/01/2011 10:53:25
mediafire please? I have this issue with megaupload.  :-\

Here you go Duals, just for you: http://www.mediafire.com/?i843br8ntby8lzv

Quote from: GreenBoy on Sat 08/01/2011 23:24:41
The only thing I will say is that I found it annoying that I couldn't tell how I got the achievements.

You got them by clicking on the little square thing on the floor, the plan is to make a sound play when one unlocks an achievement.


- Alan

Dualnames

Thanks a lot mate!! Really appreciated!  :D
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

poltergeist

Brilliant tech demo, absolutely brilliant.

I love the film grain effect, as well as the rain and thunder ambience. I can't wait till you release this! Great job! ;D

Dualnames

#107
I can't say the ambient sounds were something that amazed me, the footstep sounds were a better choice though, so congrats there. However I always find awesome to see other people's framework, as I'm always building one. So that's awesome on itself. I like the debug thing. The day and night cycle are nice. The most rad thing is the speed however. Everything happens on the exact time YOU want them to. So congrats for that. That means framework-wise you have the control over your creation. I hope you don't lose it somewhere.  ;)
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

zlandael

#108
Nice job. Can't wait till this comes out. I love the ambiance and the sounds.

Alan v.Drake

Yeah, I know... I'm ridiculously slow.


- Alan

Mati256

What happened with the other screens? The one in the kitchen and the one of the stairs.
Those backgrounds in the demo look like ripped from Clock Tower.
My Blog! (En Español)

Darth Mandarb

#111
zlandael - please read the forum rules before posting.

Alan v. Drake - glad to know you're still working on this so I didn't have to lock it... however please update your first post to have 2 screenshots!

No worries!  Thanks for the update (game looks great!)

Alan v.Drake

Sorry Darth, I hadn't expect anyone to notice this soon I was in the process of updating the first post.

@Mati256: the second room looks ripped because it is, it's test stuff, who cares. When I finish doing the new backgrounds I'll throw all that junk into the deepest abyss.


- Alan

SuperDre

The screenshots look absolutely amazing, keep up the great work, I'm looking forward to playing it...

Alan v.Drake

#114
Just to let you know, there's a new demo I prepared for AdventureX.
This saturday Next Monday I'll make the download link appear.







- Alan

Dualnames

I have played the demo, and yes, the game is utterly disturbing and fantastic.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

arj0n

I haven't played the demo, and yes, these two screenshots look utterly fantastic.

selmiak

cool. Makes make even more thrilled about the new demo. These two screens really look fantastic. The only thing bothering me is the character portrait in the lower left, this looks a bit out of place and too painted between all the nice pixelart. But maybe it's just me and I can live with that and want to play the demo now.

Shane 'ProgZmax' Stevens

You've managed to pull off a very moody atmosphere with this game.  I hope you'll add gamepad support via wyz's editor module so the escapes and such can be handled more directly by the player.

Alan v.Drake

HERE BE LINK !

Remember to thank m0ds, because if he hadn't asked me a playable build for AdventureX this thing wouldn't be here  :D
It's short and doesn't follow the actual story, but I hope you'll enjoy it.

Quote from: ProgZmax on Sun 18/12/2011 21:36:49
You've managed to pull off a very moody atmosphere with this game.  I hope you'll add gamepad support via wyz's editor module so the escapes and such can be handled more directly by the player.
If you think it's worth it I might look into it

Quote from: selmiak on Thu 15/12/2011 21:29:06
cool. Makes make even more thrilled about the new demo. These two screens really look fantastic. The only thing bothering me is the character portrait in the lower left, this looks a bit out of place and too painted between all the nice pixelart. But maybe it's just me and I can live with that and want to play the demo now.
It bugs me as well, but alas, it's better than the previous one! :D


- Alan

magintz

Wow, definitely the highlight at AdventureX for me. Made me jump several times. I'm really looking forward to you completing this :)
When I was a little kid we had a sand box. It was a quicksand box. I was an only child... eventually.

m0ds

Yeps, was certainly brilliant! Goddamn man eating wall!  :=

sthomannch


selmiak

WOW! MORE!  ;D
The atmosphere and the puzzles are great, true horror. The pixel art and the noise are just perfect, there is only one downside... it's too short.

Ali

Nelly and I also played the demo at Adventure X. It has a very absorbing Lovecraftian feel. I particularly like the way the violence is kept on the edge of obscurity, so it doesn't become tiresome or gratuitous.

Looking forward to the release!

Surdy

The project looks promising.  :o

If you are interested by a free french translation, tell me I am your man.

Dave Gilbert

Loving it so far, but I'm already stuck. :o  Is there a way

Spoiler

past the man eating wall in the second room?
[close]

Mati256

My Blog! (En Español)

Alan v.Drake

I'm glad you liked it. Another year (or two) and it might be done  :=

@Surdy: Thanks, when I complete the game I'll contact you.


A little feedback on what to improve is always appreciated, the road is still long and there's time for improvements.


- Alan

Secret Fawful

#129
This could surpass every AGS game ever made.

nihilyst

Great work! :D
That's gonna be one hell of a game :)

Trapezoid

Quote from: Dave Gilbert on Tue 20/12/2011 22:55:39
Loving it so far, but I'm already stuck. :o  Is there a way

Spoiler

past the man eating wall in the second room?
[close]

I have the same problem, running doesn't help!

david

Quote from: Trapezoid on Thu 29/12/2011 23:07:13
Quote from: Dave Gilbert on Tue 20/12/2011 22:55:39
Loving it so far, but I'm already stuck. :o  Is there a way

Spoiler

past the man eating wall in the second room?
[close]

I have the same problem, running doesn't help!

who says about running, left-clicking would be more effective  ;D

Trapezoid

#133
Ohh. Ok. Didn't realize you could. For the record, in my mind, when the cursor disappears = non-interactive cutscene. That bit needs a visual queue that the player still has control. Perhaps a different cursor icon instead of none?

Edit: Oh, I should've read the "How to play" section at the intro screen. Still, a panic mode cursor icon wouldn't be bad. Anyway, great demo. I love the graphics and atmosphere, and the scripting's really slick.

magintz

The panic mode seem to be that blue glowing crystal in the bottom right.
When I was a little kid we had a sand box. It was a quicksand box. I was an only child... eventually.

Alan v.Drake

The panic mode is when the portrait's background flashes.

By the way I'm glad you liked it, let's hope the finished product won't be a disappointment

- Alan

Darius Poyer

#136
I was really blown away by the demo. I really like the puzzle style and the art is really well realized, damn good work.

I have a nitpick, it may be interesting.

I don't understand why you have the character say "I think I'm safe", or whatever it was after he exits the wardrobe/dresser once the monster is gone.

If I understands it's intended purpose correctly, it's a part of making the player understand the current situation.

That is obviously very important, but at the same time you have a plethora of ways in witch you communicate this.

You see the monster walk in, you see the monster banging on the metal door. The monster turns around and walks out. The player exits the wardrobe thing and speaks.

The whole segment with the monster banging the door is just such a great piece visual communication with the player. You understand that the monster has some intelligence because you see that he made an assumption. The monster was clearly wrong so you feel like you bested him, when the monster then walks out, you understand why that is and because you feel like you've outsmarted him somewhat the immediate danger dissipates. Having the character speak at this point is entirely redundant and I feel it takes away from a great scene.

On top of this of course you have the crystal to tell the player he is safe, or that there is danger in the current room.

I played a bit of clock tower on a snes emulator, and if I recall correctly, there are bits where you are chased by a monster. At the end of those, if you managed to not get killed, the monster would go back out the room. You would then walk back into the same room the monster walked into. It sends a mixed message and I like how you've addressed that here. It's like the monster drives you forward and into corners.
So when the character tries to walk out the room the way he came in, where the monster is, he tells you it would be dangerous and refuses. That's great, and once again, why does he have to talk after exiting his safe place?

You've got so many good things here, I feel you really need to focus on the subtleties because the game speaks volumes outside of dialogue and in this case that little bit of dialogue screws over a lot of better things that are already there. You have the opportunity to convey a feeling non-verbally but instead I felt beat over the head by it in that moment.

MASSIVE DISCLAIMER: It' could have been for the demo because you need to give new players as good a chance as possible, some didn't even read the how-to-play thing so, there's that.

Peder 🚀

:o <-- the look on my face while and after playing this!

Tabata

Well done â€" gave me a nice creepy feeling!     

splat44

Wow what a major improvements from first demo built!

Just a question, I managed putting two red orbs on door, is that end of this demo?

If not, can anyone explain?

R4L

Quote from: splat44 on Tue 07/02/2012 03:33:56
Wow what a major improvements from first demo built!

Just a question, I managed putting two red orbs on door, is that end of this demo?

If not, can anyone explain?

Yeah, that's the end of the demo.

Alan, you have a masterpiece here. The graphics are perfect and the mood was immediately set.

My biggest scare:

Spoiler
The mass of things that suddenly appeared when I got the second red orb. That freaked me the hell out and I honestly panicked and quickly drew the amber orb from my inventory.
[close]

Alan v.Drake

Yes, that was the end of the gameplay demo. I'm glad it's receiving positive feedback, I still have many backgrounds to draw to finish the first part of the demo, perhaps i should follow my earlier resolutions and work with placeholders graphics.
Anyway thanks to the fact that i added extended ascii custom font support to ags, future translations won't have to use lame ttf fonts, it's way too hard to make one look right on low res.

- Alan

splat44

it's fun game Alan v.Drake!

I found following bugs:
Spoiler
Key at starting game seem to be swtiching locations after each game restarting, eample: garbage bin and Desk
[close]

This might not be a problem but you might to correct this just in case!

Alan v.Drake

Quote from: splat44 on Thu 09/02/2012 09:48:37
it's fun game Alan v.Drake!

I found following bugs:
Spoiler
Key at starting game seem to be swtiching locations after each game restarting, eample: garbage bin and Desk
[close]

This might not be a problem but you might to correct this just in case!

I wanted to make things a little more random, it' not a bug.


- Alan

ericfoot

So just a question about the new room. Does "the thing" in it do anything after it starts staring at your character? like kill you... D:

Alan v.Drake

Quote from: ericfoot on Wed 15/02/2012 05:46:03
So just a question about the new room. Does "the thing" in it do anything after it starts staring at your character? like kill you... D:

Nope, it's just psychological warfare.

- Alan

Digital Mosaic Games

Will the game take place in the universe of HP Lovecraft(Cthulhu, occult stuff etc.)? Because I read R'lhe(or sth) in one of your screenshots.
By the way: I'm a big Lovecraft-Fan.

Alan v.Drake

#147
Quote from: NEON-GAMES on Thu 23/02/2012 22:15:43
Will the game take place in the universe of HP Lovecraft(Cthulhu, occult stuff etc.)? Because I read R'lhe(or sth) in one of your screenshots.
By the way: I'm a big Lovecraft-Fan.

Sadly, no. It was just random content to test the books. But in a way it is, after all any world with nightmarish monsters and whatnot is considered Lovecraftian, isn't it ?

Cthulhu fhtagn!

- Alan

edit: spelling!

Alan v.Drake

Hark, people! The new website is finally operative, now I can go back at drawing backgrounds and stuff.

- Alan

selmiak

wow, looking great. The only thing that's a bit annoying to my eyes is the green paper over the mostly red background. And I was so tempted to not post this last sentence to not distract you even a little bit from finishing wretcher ;)

Construed

Not bad old chap, not bad at all.
:D
I felt sorry for myself because I had no shoes.
Then I met the man with no feet.

Alan v.Drake

Quote from: selmiak on Tue 06/03/2012 21:54:22
wow, looking great. The only thing that's a bit annoying to my eyes is the green paper over the mostly red background. And I was so tempted to not post this last sentence to not distract you even a little bit from finishing wretcher ;)

Now that you mention it... hnng, check the alternate stylesheet (if you use firefox)

- Alan

asboxxx

this game atmosphere is just simply fantastic..i can't wait to see it finished but, ehy.. don't rush anything and take your time!

in an older demo.. ***spoilers***



when that photo turned "evil" i crapped myself..can you post a screenshot of that moment?

Alan v.Drake

Quote from: asboxxx on Thu 03/05/2012 18:04:55
this game atmosphere is just simply fantastic..i can't wait to see it finished but, ehy.. don't rush anything and take your time!
Thank you,  don't worry I'm so slow I wouldn't even be capable of rushing things.

Quote from: asboxxx on Thu 03/05/2012 18:04:55
when that photo turned "evil" i crapped myself..can you post a screenshot of that moment?

You'll have to wait for the new revised version with better photo, I have learned a great deal since then :P


- Alan

CosmoQueen

.................................this game scares me :shocked: lol
KPop and AGS....................that is my life.

fózi

Hey! Just tested the demo, loved the style and atmosphere, very promising.

Some feedback:
-Mouse buttons are usually way more fragile than the keyboard and break easier, so, if you are going to add some frenetic button-press action, it'd be nice to be able to map it to a key.
-Adjusting the gamma seems to have no effect.
-Some hot-spot single pixel in the cursor would be nice.
-Sound FX and graphics are sweet!

Alan v.Drake

Quote from: CosmoQueen on Sun 20/05/2012 12:57:55
.................................this game scares me :shocked: lol
That means I've done something right :D

Quote from: fózi on Mon 28/05/2012 06:03:29
-Mouse buttons are usually way more fragile than the keyboard and break easier, so, if you are going to add some frenetic button-press action, it'd be nice to be able to map it to a key.
I will consider it (although, I have never seen someone break a mouse button).

Quote
-Adjusting the gamma seems to have no effect.
It didn't work before while in windowed mode, but now I have found a way to make it work.

Quote
-Some hot-spot single pixel in the cursor would be nice.
Hmmm

Quote
-Sound FX and graphics are sweet!
Thank you


- Alan




JJS

This popped into my Youtube feed: http://www.youtube.com/watch?v=QtNbr3FVulQ It's a nice playthrough of the demo.

Also... I am excited... for this game... You really... captured the essence... of Clock Tower...

Looking forward to the final game!
Ask me about AGS on PSP, Android and iOS! Source, Daily builds

Alan v.Drake

Thank you JJS.

Here's a little treat, the progress of a room I'm drawing:



I've used sketchup to speed up the process of drawing stuff in perspective, then applied the basic colors and started detailing. Just a little more work now...


- Alan

WHAM

I still can't get over how detailed the backgrounds are, and I must say I approve of the SketchUp method, since I sometimes use it myself.
I think I've said it before, but it bears repeating: can't wait to play the full game.
Wrongthinker and anticitizen one. Pending removal to memory hole. | WHAMGAMES proudly presents: The Night Falls, a community roleplaying game

Armageddon

That's just amazing. Do you do the shading by hand?

Alan v.Drake

Quote from: Armageddon on Thu 31/05/2012 09:07:22
That's just amazing. Do you do the shading by hand?

Yes, I know not of any other way.


- Alan


CosmoQueen

Wow that's so beautiful! Reminds me of Sierra games.
KPop and AGS....................that is my life.

EchosofNezhyt

Beautiful pixel arts, Very Jealous Props to ya!

fózi

Got to agree with that, the pixel art is looking terrific.

Anian

This look terrible...



...wait, is this the lie thread?  :grin:
I don't want the world, I just want your half

Alan v.Drake



Well, I think it's complete enough.

Don't praise me too much, I'm average at best!


- Alan

Grim

Quote from: Alan v.Drake on Sat 02/06/2012 22:23:31
Don't praise me too much, I'm average at best!

Ah, but I really love this screenshot! Can't resist, I must praise;) I think this is my favourite background so far. Great composition, especially with that cross-shaped doorway in the middle. Well done!:)

Secret Fawful

Quote from: Alan v.Drake on Sat 02/06/2012 22:23:31
Don't praise me too much, I'm average at best!

With the greatest respect, -bleep- you and your modesty. You're one of the best background artists and one of the most promising developers I've seen on these forums in the eight years I've been here. 

EchosofNezhyt

Yeah man you have very smexy backgrounds.

cianty

That background blew me away! I have saved it in my pixel art folder for future reference. It's just incredible.
ca. 70% completed

CosmoQueen

Average? Really now? You just shut up with all that, you're awesome and you know it :)
KPop and AGS....................that is my life.

rublev1360

I take my hat off, the game is just wonderful. I would happily pay for a game with this level of care and detail and I wish you all the best for the project.
E già che ci siamo: complimenti anche in italiano :)

Darth Mandarb

And.... another one.

rublev1360 please review the forum rules before posting.

Alan v. Drake let me know if/when you want to update this thread and we'll unlock it!

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