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Messages - alphadalekben

#61
AGS Games in Production / Re: 58
Tue 31/03/2015 11:40:18
Another quick update.

After having half a mind to cancel the project due to a drought in new material over the last couple of months, I have been re-inspired by listening to VA samples from vertigoaddict, our VA funnily enough. Also, I may tackle the artwork myself to prevent such a drought from reoccurring again.

Cheers,
Ben
#62
AGS Games in Production / Re: 58
Mon 19/01/2015 16:19:34
Quick update. I've finished writing the first draft of the story line for the first case, so expect new artwork, music and voice clips as soon as possible.

Also, I'm going to split the three case into individual games so that each game is of a higher quality.
#63
I am debating the possibility of remaking all of the Indiana Jones films (Raiders of the Lost Ark, The Temple of Doom, The Last Crusade (I know that an official version exists but this version will be original and be updated with the FoA engine) and The Kingdom of the Crystal Skull) with the gameplay of The Fate of Atlantis, each film with their own individual game.

I want to see if anyone is willing to help me achieve this before I officially announce it on the GiP board. I need three jobs doing (although it won't be one person per job, rather a team of people on each department):


  • I need artists who are able to create sprites and backgrounds in the style of FoA.
  • I need musicians for the same purpose as the artists.
  • Finally, I need voice actors who would be able to replicate the characters in each of the films.

Mod Note: Only one recruitment thread may be open at a time. Thanks.
#64
AGS Games in Production / Re: 58
Thu 01/01/2015 18:56:28
Quick update - A musician (Juan Dahmen) has hired and so work on the game can recommence again. The style of music will be similar to that of the Resident Evil series with a blues kick.
#65
Hi Juan,

I like what you've got. Therefore, you're hired. Would you mind creating a courtroom theme (or themes, depending on what you devise) for me, so we can have something to start on asap.

EDIT: Would you want me to PM you a courtroom scene from the game to help you?

EDIT #2: Could you also try a 'panic' theme for me (think Nemesis encounters from RE3, if that helps)
#66
As I haven't been contacted by the artist on my project to get her work started, I have decided to ask on the recruitment thread for more artists (and the other two positions were needed anyway, so I'm killing two birds (three even (or FOUR now!)) with one stone if you may). Here are the synopsis for the three cases in the game:

58

Thrust into a bizarre and complex mystery through fate, 4 strangers are forced together by a shady and corrupt General and have to combine their wits to complete his mysterious task.

Crashing The Party

The trial for the mysterious circumstances of a prosecutor's murder takes a bitter turn whilst Darren and Evans investigate the maniacal obsessions of Susan Johnson.

Endgame

The murder of a familiar face reveals the true plot behind the 58 Incident and the true identity of 'The Count'.

Preferably, I'd like at least two new artists, one for sprite work and background (I can possibly split this in two to even out the work load) and one for the UI interface (so pointer animations etc). I am also thinking of having first person perspective moments for some cutscenes, so we may need another artist for those sprites.

As for music, I'm thinking of something along the lines of bluesy Resident Evil-kind of music.

I'll send out occasional extracts to be tested for bugs and to see the effectiveness of game-play mechanics.

EDIT: I am thinking of MI / AAI style gameplay for the main gameplay.

EDIT #2: I am also thinking of recruiting voice actors for 'Cross-Examination' and 'Interrogation' interjections for each character. CE is for courtroom trials and INT is for the field variation of this. I would also like to recruit another artist to design the interjection bubbles for use in these sections.

Update Jan 11th 2015:

Just a quick update. A musician and an artist have been recruited.

Update 23 Feb 2015:

As it has become apparent that the current VA can't voice characters over 60 convincingly, I am in need of a second voice actor who can do so. The three characters required are:

    Hugo Steele - A veteran of the courtroom and a legend among defense attorneys, with a deep and powerful voice.
    The Judge - Another veteran of the court, similar age to Steele, deep voice.
    Roland DeFlore - Butler to the Sine family, of whom the current mistress is Mara Sine. British accent and very obedient.

If you are interested, reply to the post (with a few voice samples if you wish) and, if I like what I hear, PM me with your email address and I will send you a copy of the story.
#67
AGS Games in Production / Re: 58
Tue 30/12/2014 14:02:13
@faerieevenstar Do you want me to send an extract of the story so that you can start work on the sprite work?
#68
AGS Games in Production / Re: 58
Sun 28/12/2014 08:51:04
I have now decided to remove the Shadows case, therefore there is only three cases in the game.
#69
First things first, the story for 58 is nearly completely written, so work on artwork and game engine shall begin in the new year.

Secondly, as you can most likely tell from the title, the game has been renamed to 'The Count - Darren Fowler's Early Cases' and reworked to include a total of four episodic cases with the following titles: 58, Crashing The Party, Shadows (which is a side story which ties into the main story) and Endgame (Endgame also tying up the loose ends of the first two cases).

Here are plot synopses for the three new cases:

Crashing The Party

The trial for the mysterious circumstances of a prosecutor's murder takes a bitter turn whilst Darren and Evans investigate the maniacal obsessions of Susan Johnson.

Shadows

Disgraced detective Ritchie Brenning investigates a murder in the forest, which takes a turn for the supernatural.

Endgame

The murder of a familiar face reveals the true plot behind the 58 Incident and the true identity of 'The Count'.

Because of this, the planned demo has been cancelled and will instead be released episodically.

That is all for the update.
#70
AGS Games in Production / Re: 58
Sat 08/11/2014 16:50:28
Cheers for the input. Now I just need to finish the draft for the demo and create the demo with the new artwork implemented.
#71
AGS Games in Production / Re: 58
Sat 08/11/2014 11:03:15
Just food for thought for a decision I'm making. I'm debating whether to keep the first-person gameplay of the tech demo and improve upon it, or to start with a traditional point-and-click style of gameplay (MI, AAI etc.). What do you guys think????
#72
AGS Games in Production / Re: 58
Sun 19/10/2014 13:18:17
I'll send you some drafts of the story when they're in a state to be sent. Exciting, huh? Would you mind redrawing the screenshots that I've got on the first page in the meantime?
#73
AGS Games in Production / Re: 58
Sun 12/10/2014 18:42:54
Well, I was considering cancelling it, but faerieevenstar's contribution has encouraged me to carry on with the project. So yes, it is in production.
#74
AGS Games in Production / Re: 58
Sun 12/10/2014 15:02:42
@faerieevenstar I like your interpretation of Evans. He wears a lab coat rather than a suit, but it's a heck of an improvement over my original. I wouldn't mind you doing a few more doodles for me, just to help find a definite style. I was considering cancelling the game as I've lost all of my progress due to loosing the memory stick where it was stored. But I think I might start again from the top thanks to your inspiration. Besides the artwork in the tech demo was only temporary so, if you're up for it, it means we've ourselves an artist!
#75
AGS Games in Production / Re: 58
Wed 27/08/2014 14:51:47
After a few weeks of procrastination and an operating system downgrade from Windows 8 to XP, 58 is finally back in production and all improvements are currently being implemented. Here's a list of what is being worked on:

- A redesign of the talking heads to be smaller, in a border and have a name-tag underneath.

- The implementation of a morale system whereby characters are either friend or foe depending on the player's choices through each campaign (with alternative endings to boot).

- Extra interactions to further expand upon the story.

There will be another demo showing off these changes and possibly more besides. The demo should be the last one with the temporary art before an official artist is brought onto the project.
#76
AGS Games in Production / Re: 58
Sat 02/08/2014 21:36:11
Ah alright, sorry for the misunderstanding.

EDIT: Updated artwork now in original post.
#77
AGS Games in Production / Re: 58
Fri 01/08/2014 15:02:25
Alright then, I wasn't going to ask for opinions on art anyway because, as I mentioned earlier, I'm only using scrappy artwork, as that is not my forté, until I get a artist to take care of that aspect for me. So, there would no need for critique in that aspect.

When I said refinements, I meant in terms of how easy the mechanics are to use, but not how to program them in, if that makes sense. So, for example, I've added a few extra dialogues to hint at how the mechanics work.

EDIT: Just a quick question. Would any of you guys be interested in playing a little unrelated demo game I made whilst learning to use AGS a few weeks back? I'll upload the complied folder if so.
#78
AGS Games in Production / Re: 58
Fri 01/08/2014 14:28:12
Alright, I'll carry on work until I have a little bit more story implemented and a little bit more refinement in the mechanics. Hopefully, it should be more applicable to be a 'game demo'.
#79
AGS Games in Production / Re: 58
Fri 01/08/2014 14:01:14
Ah, my apologies. It didn't occur to me that I had done such a thing.

Quick update: I have updated and improved a few of the graphics in-game (for example the two pictures in my last post.) I have also added a few more dialogues, one as an optional extra and one at the start explaining how to change the views (i.e look, talk etc.). The optional one was added, ironically, because of Khris' comment about it being unclear on the first screen what to do. I have also split the last screen's dialogue into two in order to make the game less of a long cutscene and more of an interactive experience. There was also one at the start of the PANIC! section hinting at the solution.

Would it be ok for me to upload the improved version of the demo either tonight or tomorrow, just to see how the improvements come along? I'd much rather you'd be able to play the segment for yourself and give me advice as you have done over the last 24 hours, than make one large demo and it being unplayable still.
#80
AGS Games in Production / Re: 58
Fri 01/08/2014 08:54:11
Ah thank you very much Slasher. I'll put it in when I can get around to doing it. I'm currently creating a half-body view for Evans for when you are talking to him at the end of the demo. I'll edit the post when it's done. Again, all of the current art assets are temporary so that I can work on the game mechanics. There won't be finished game graphics until I can get an artist. I'm hoping a friend of mine can do the art so there won't be any need for recruitment yet.

EDIT: Here's the temporary version of the full body view of Evans:

The reason he doesn't have hands is because the view carries on slightly under the screen.

EDIT #2: Just read the end of Slasher's post. You've just made my day with that last paragraph. Cheers.

Also, a new title screen with the logo.


EDIT: My main concern is how readable the bottom font is now, after Khris' comments.

Quote from: slasher on Fri 01/08/2014 08:43:44
I also would like to point out that if you press Escape (Esc) Key the control panel opens, if you click resume the inventory suddenly appears...

While making a game (adding graphics, text, interactions etc)is fun there is also the 'Back end' scripting that should also be done. This is where things can get real tricky. But in the end greatly enhances any game.

@Slasher That's certainly an interesting glitch with the Esc key. What do you mean by 'Back end' scripting?

edit by darth - triple post combined.  please do not double/triple post.
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