12 East Productions presents:
How to be a Ninja (working title)
The Story:
Stan is a struggling artist trying hard to make a name for himself. His life takes a bizarre turn when he accidently comes into possession of a book. On the tattered cover is the title "How to be a Ninja"
Some screenshots:


Development Progress:
Story: 50%
Scripting: 8%
Graphics: 12%
Sound/Music: 0%
Expected completion date: June 2006
Development Diary:
Hey everyone. I have been looking for a nice, stable engine to develope a commercial game with. AGS fits the bill. I'm a medeocre coder and I was happy with how robust the AGS dev environment is so I decided a couple of weeks ago to stress test it and see how it worked. I was very impressed with what I was able to do with the engine and I look forward to developing my game in it over the next 6 or 7 months.
For the characters with a lot of animation I'm using 3ds Max to toon-render them and doing touch-up in Photoshop or After Effects later. I'll probably paint stationary characters and animate them in AE when I get to them.
The environments are done in Max rendered with Mental Ray using Final Gather, then painted over in PS. I may paint over photos for some of the future environments.
I know not everyone is going to be excited about another commercial title, but the expenses I have for software and hardware, not to mention the time this will take, make it so I have to charge for the final product.
I expect the hardware requirements to be somewhere around a 2.5 Ghz PC (and I hope to doÃ, Mac and Linix ports if I can figure out how)
Thanks everyone! This seems like a great community and I'm glad to be a part of it.
How to be a Ninja (working title)
The Story:
Stan is a struggling artist trying hard to make a name for himself. His life takes a bizarre turn when he accidently comes into possession of a book. On the tattered cover is the title "How to be a Ninja"
Some screenshots:


Development Progress:
Story: 50%
Scripting: 8%
Graphics: 12%
Sound/Music: 0%
Expected completion date: June 2006
Development Diary:
Hey everyone. I have been looking for a nice, stable engine to develope a commercial game with. AGS fits the bill. I'm a medeocre coder and I was happy with how robust the AGS dev environment is so I decided a couple of weeks ago to stress test it and see how it worked. I was very impressed with what I was able to do with the engine and I look forward to developing my game in it over the next 6 or 7 months.
For the characters with a lot of animation I'm using 3ds Max to toon-render them and doing touch-up in Photoshop or After Effects later. I'll probably paint stationary characters and animate them in AE when I get to them.
The environments are done in Max rendered with Mental Ray using Final Gather, then painted over in PS. I may paint over photos for some of the future environments.
I know not everyone is going to be excited about another commercial title, but the expenses I have for software and hardware, not to mention the time this will take, make it so I have to charge for the final product.
I expect the hardware requirements to be somewhere around a 2.5 Ghz PC (and I hope to doÃ, Mac and Linix ports if I can figure out how)
Thanks everyone! This seems like a great community and I'm glad to be a part of it.