Wretcher (Updates on the website)

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

Previous topic - Next topic

WHAM

Wrongthinker and anticitizen one. Utterly untrustworthy. Pending removal to memory hole.

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?
MAGGIES 2024
Voting is over  |  Play the games

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)

SMF spam blocked by CleanTalk