EDIT:LOL opps uploaded the wrong version, correct version up now
So yeh I believe that makes it pretty much done, there's even a preloader in there. Though I dare say there are one or two minor changes I've will need to make (obvious one that stands out is the uncoloured items). One thing I should point out now of all the things I was told to change the magazine cut scene one I couldn't. Goodness knows why the music goes out of sync, either the images are going to fast or the music is somehow going too slow and I'm not sure which it is or indeed why one would be going at a different speed than the other. I even just stopped separating the music and video and left them in the original drop box version where its perfectly in sync and it still messed up! You're just gonna have to blame that on the engine.
A blog documenting the creative process of a horror/ murder/ mystery point 'n' click visual novel game.
Showing posts with label Game design/mechanics. Show all posts
Showing posts with label Game design/mechanics. Show all posts
Thursday, 20 October 2011
Tuesday, 18 October 2011
Phew. Right. ALMOST done
NARGHH! CLICK MAI!
Everything exsist now within this latest update in some shape or form. Most of it's complete, some especialy towards the end you will notice is not. I got rid of a few bugs as well. The dialog sometime gets repeated and the characters names and expressions haven't been done yet and the three extra items don't have any colour.
Just a note on how to play - to give the guard your train ticket you need to press it and then press the hand button and the click over the guard. To combine items it's more or less the same, you just click the item and then drag it over the item in your inventory you want to combine it with. To use the ice pack of rage guy you just do the same thing as with the guard. Annoying some thing were deciding not to work today and the only was around it was to use some dirty tricks but hopfully they're not that visible as I didn't have the time to investigate other methods.
Saturday, 15 October 2011
10 hours later!
CLICK ME!! CLICK ME NOW!!
The offical placeholder image that I've used for the defib puzzle.
Oh hi all. So yeh, I started working about 10 hours ago and here is the fruits of my labour. Long story short - I've just done the defib puzzle (with dirt simple graphics) which was really the last hurdle to overcome. There's about 5 pages left to do but other then the items it doesn't look like anything that bad (coding wise bad) is going to happen. Anyway, enougth said, here's the update. Just a note of warning this uses dirt simple graphics when I didn't have anything to use. White boxes in general mean it's a clickable area (except the two just above the inventory box in the bar area, they will be used later) and long white boxes that appear during conversations are placeholders for the options. You have to talk to everyone in the bar area on the second day (oh god that feels so long ago now) in order to progress the game and be able to examine the magazine rack in Yu's room. Also the performance has greatly increased (after the post I made last night I figured out how you're supposed to do it) as has the file size. Oh yeh and the new cut scene is in the game as well. I gotta say on a side note that I love it, the music and artwork are great. Was very creepy especially when a ghostly image of the cut scene would start fading into other scenes after the cut scene was supposed to of finished which freaked me out (sadly I've removed that glitch). Good job Jade and Michelle! Oh yeh and to leave the drawing puzzle press the white square. Can't think of anything else, I'm a bit all over the place right now. Right, time to relax!
Easter Egg teaser trailer
I've got an idea for a little Easter Egg scare to tag on at the end of the trailer. Assume that you'd be wearing headphones for this....
The scene shows Yu on the phone looking at himself in the mirror. You'd hear the phone ringing coming from the right headphone and you'd hear it pick up. Then either you'd hear something talk to you and then hear it instantly 'behind' you (yay for binaural post processing) or should you just hear something straight behind you?
On both accounts of hearing the thing behind you, you'd see something appear behind Yu in the mirror.
Question now... which scene should this take place in? I've thought up of a train window (different train from the beginning), bus stop, bathroom, derelict hallway or a a conceptual reflection which doesn't give any hint of where he Yu actually is (but I'd need to draw some slightly more complex perspectives).
Ideas go!
Ps some more inspiration:
The scene shows Yu on the phone looking at himself in the mirror. You'd hear the phone ringing coming from the right headphone and you'd hear it pick up. Then either you'd hear something talk to you and then hear it instantly 'behind' you (yay for binaural post processing) or should you just hear something straight behind you?
On both accounts of hearing the thing behind you, you'd see something appear behind Yu in the mirror.
Question now... which scene should this take place in? I've thought up of a train window (different train from the beginning), bus stop, bathroom, derelict hallway or a a conceptual reflection which doesn't give any hint of where he Yu actually is (but I'd need to draw some slightly more complex perspectives).
Ideas go!
Ps some more inspiration:
Very short update before going to bed
Phew ok. So the other day I discovered that the performance of HW engine was awful and within a few minutes it would throttle your RAM. I knew the performance wasn't optimised but I had no idea that it would be consuming about 1GB of ram. Anyway some tweeks later (mainly changing all the characters to sprite sheets rather then what I had done before) and it's working a lot better now. However if the game continues for long enougth it will eventually crash. It should be alright for the demo but it's something I will have to look into in the future but it's something I've wasted too much time on today but at least I did make some progress. Anyway, up to the oldman conversation, after that its the crash and hopefully I will have all that done by Sunday then can spend the rest of the week tweeking. Night night all!
Wednesday, 12 October 2011
Now you TOO can draw elephants in Hungry Whispers
Evening all. Busily working on the engine and about to call it a day but just thought I'd let you all know that the best feature we ever decided to implement into this game is finally in. You can draw elephants. I enclose my rendition of one. Oh yeh and the optional choice question at the end of day 1 is in too but the buttons to press are all blank so I need to create something for that. Every things going pretty smoothly at the moment and it's really just a case of getting everything into the engine. I'm going through the script systematically and so everything up to the point of the drawing puzzle is now in, albeit in a rather rougth way. Some talky bits don't have any animations or it claims the wrong character is talking but at the moment I just wanna get everything in there before I start doing all that stuff. But either way there will be an engine update tomorrow. And as another fun treat I just thought I'd let you all have a look at the code for the train carriage scene so far.
Tuesday, 11 October 2011
Lets listen to my engine
TO MICHAEL! This advert genuinely makes me happy.
OH MY GOD CLICK ME!!
So yeh, sounds working! If there's one thing I've learnt from doing this project is that something is usually not working because I left out the word 'static' when declaring the variable. That little word has helped out a lot here in getting certain things like working like the music to start playing once and only once when you start the game rather then creating an infinite amount of instances of the sound till it crashes. And also so that when you talk to someone you get a different conversation depending on how many times you've talked to them. Here for instance when you reach carriage 5 (background to be inserted) pressing the white square in the top left hand corner allows you to talk to the bartender, you can then not talk to him again until you have taken the phone call from Kemi, which to do so you must go outside into carriage 4. Once that's done you can talk to the Bartender again. That's were this demo ends but I shall be adding a multi choice question there which will be easy. I think I need to alter a few of the sounds like the PA ones so that you can't spam the text but other then that it's coming along nicely. Again no cutscene with this version so we can focus on the other areas.
Tuesday, 4 October 2011
Engine Update
http://flippinmental.deviantart.com/art/Wasabi-engine-with-stuff-261732236
Alright so its engine update time again and for the first time we actually have assets and dialog from the script in it! It might be worth downloading it onto your computer rather then playing it in browser due to the large file size which is a result of something I will get to later. Please note that certain things like the character sprites I used the ones on the website and just edited them myself as I wanted to test it out. These along with anything else visual can always be changed and replaced at a later date but for now I'm more concerned with getting everything in and making sure it's working. Remember assets are super easy to swap out once they are actually in the engine. Cut scene isn't present this time as I'm still working on it and got a few more changes to make. Which reminds me I don't have the eerie sound effect, could you drop box that to me Jade? Also the conversation between the guard and Yu seems a bit weird as a little tutorial will be placed there at a later stage. Oh and as one super awesome special surprise I've added the start of the drawing puzzle code (you get to it by pressing the arrow on carriage 4, and exit it by pressing the white square in the top left hand corner). I'm really pleased with this as it's actually nothing like what I intended to do. See I was going to create it by abusing the update function of flixel and just have it that on every update a sprite (that would be a little black circle) would be added at the x and y position of the mouse. That's fine and all but when you start moving fast it can't quite keep up. Anyway I decided to browse the Internet to see if anyone else had tried anything like that and I found something even better. I found a class library all for drawing. So I was able to inset a really smooth drawing tool into the engine in minutes. It's great! However this is the reason the file size is much larger then before. A quick search on some forums reveals that this is much the case with any drawing tools in flash. Have a play around with it. Things I'm going to do tomorrow and Thursday is add all the items into the game, finish off the cut scene and add a tutorial for using items as well as the first item that will do something :O How exciting!
Oh yeh and there are weird quirks I'm aware of such as if you go to the item screen and exit it again you could end up in the wrong place. That's not a big I just haven't added the code for that yet.
Here's a list of things I've done today;
- Added the characters, and animations
- Corrected a bug that would prevent all other dialog from displaying if dialog is displayed as the first thing when you enter a room (which is the case for Yu's room and carriage 1)
- Made it so that once certain messages have been displayed once they will never appear again
- Begun work on the drawing puzzle's code
- Tweaked some things in the cutscene like adding random typing sounds
- Added all the items and their dialog that you can look at in Yus room
- Added all the carriages, however only the first one has anything you can click on
- Added music to the opening cutscene and changed some of the timings for sounds to hopefully correct them
package
{
import flash.ui.Mouse;
import flash.utils.Endian;
import org.flixel.*;
import flash.utils.Timer;
import org.flixel.system.FlxWindow;
import flash.display.*;
import flash.events.*;
/**
* ...
* @author Michael
*/
public class YusRoomTrain extends SceneState
{
[Embed (source = "../data/Backgrounds/yusroomday1a.png")] static public var yusroom:Class;
private var bg:FlxSprite;
private var laptop:Window;
private var outwin:Window;
private var bed:Window;
private var luggage:Window;
private var bathroomdoor:Window;
private var wordsBath:Array;
private var wordsLuggage:Array;
private var wordsBed:Array;
private var wordsLaptop:Array;
private var wordsWindow:Array;
private var wordsStart:Array;
private var arrowright:Window;
public var start_time:Number = 0;
public function YusRoomTrain()
{
}
override public function create():void
{
bg = new FlxSprite(0, 0,yusroom );
add(bg);
laptop = new Window(260, 480);
laptop.makeGraphic(140, 50);
laptop.clickFunction = clickLaptop;
add(laptop);
outwin = new Window(100, 170);
outwin.makeGraphic(270, 320);
outwin.clickFunction = clickWindow;
add(outwin);
bed = new Window(400, 600);
bed.clickFunction = clickBed;
bed.makeGraphic(600, 200);
add(bed);
luggage = new Window(500, 550);
luggage.clickFunction = clickLuggage;
luggage.makeGraphic(200, 100);
add(luggage);
bathroomdoor = new Window(900, 150);
bathroomdoor.clickFunction = clickDoor;
bathroomdoor.makeGraphic(100, 530);
add(bathroomdoor);
arrowright = new Window(1100, 500);
arrowright.loadGraphic(GlobalVars.arrowright);
arrowright.alpha = 1;
arrowright.clickFunction = clickArrow;
add(arrowright);
sceneNO = 4;
wordsStart = new Array("Crap. I forgot to plug in the charger before I started typing. Sigh. Oh well, maybe I'll go explore the train for a bit and give my legs a stretch....maybe grab a drink too.");
wordsLaptop = new Array("My laptop is charging at the moment. By the time I get back I should be able to save what I've written properly and watch a movie perhaps.")
wordsWindow = new Array("The sun is starting to set … looks like we're passing by a few mountains.");
wordsBed = new Array("It's worth forking out for a first class ticket. I don't want to deal with people at the moment ...");
wordsLuggage = new Array("My bag. My novel is in there somewhere ... I might read it later.");
wordsBath = new Array("I've no reason to go to the bathroom.");
FlxG.stage.addEventListener(Event.ENTER_FRAME, op);
super.create();
}
private function op(e:Event):void
{
if (yuroomfirsttime == 0 )
{
dialog.showDialog(wordsStart);
yuroomfirsttime = 1;
}
FlxG.stage.removeEventListener(Event.ENTER_FRAME, op);
}
private function clickLaptop():void
{
dialog.showDialog(wordsLaptop);
}
private function clickWindow():void
{
dialog.showDialog(wordsWindow);
}
private function clickBed():void
{
dialog.showDialog(wordsBed);
}
private function clickLuggage():void
{
dialog.showDialog(wordsLuggage);
}
private function clickDoor():void
{
dialog.showDialog(wordsBath);
}
private function clickArrow():void
{
FlxG.fade(0x00000000, 1,afterfade);
}
private function afterfade():void
{
FlxG.switchState(new TrainCarriage01);
}
}
}
Monday, 3 October 2011
Just a little update
Heya just a quick update to confirm that I am currently working on the engine and where it's at. Jade gave me a list of things to do each day this week and I'm pleased to say it's Monday and I already completed everything for this day and then some and will easily get tomorrows work all done. I've added all the carriage backgrounds and the buttons to move between areas (which was very straightforward). I'm currently working on the code for adding the characters and their animations which is also going well and in fact am pretty much done with that (the figuring it out part, I got it all fully working now, just have to see how much I can optimize, not that it lags or anything I just always do that once I got code working). When Yu starts talking his expression changes etc so yeh, all is good in code land and I shall post it up tomorrow once I have a bit more done. Night!
Thursday, 29 September 2011
Wasabi engine and cut scene update
So first of - HAPPY BIRTHDAY JADE. If it wasn't for you we wouldn't all be here.
http://flippinmental.deviantart.com/#/d4b3xcu
Anyway just doing a quick post as I've updated the engine, or to be more precise I've updated the cut scene part of the engine. A lot of people commented on a sound glitch with the typing sound effect playing after the cut scene had finished. I'm not entirely sure why this is but it should be corrected now as I removed all the typing sounds from the SWF itself and placed them within the engine instead. Also I corrected all the fonts. All it involved was me downloading and installing the fonts and flash figured out the rest so that was easy. Also I found out why ampersands and certain letters weren't displaying originally, it was due to the fact I hadn't properly embedded the font. But that's done now so it's all working.
Only thing left to be added are the rest of the sounds and music (Jade could you drop box these as I couldn't find them within the audio folder) tweek the sounds that are there (I'm pretty sure I've used some sounds in the wrong place) and maybe tweek some of the animations. And yeh I think thats it. Also please note there are no typing sounds after the first two pages, those shall be added later though.
Tuesday, 27 September 2011
Did somebody say working cut scene?
Alright, so only two days after declaring it wasn't going to work in engine its all working in engine. Unfortunately it wasn't as simple as I wanted it to be of getting it into the engine. But I'm sure you don't care about all that!
http://flippinmental.deviantart.com/art/Wasabi-Engine-with-cut-scene-260523678
There are some missing fonts, animations and sound effects but I shall add those later. I wanted to get something working together just to show everyone. Overall however I think doing it this way will in the long run it will make things a lot easier and better. Also I fixed the glitch (well it wasn't really a glitch but lets call it one for arguments sake) in which the text would 'jump' in the opening. It doesn't do that anymore. Few problems, the letter 'z' in 'froze' wont display and it doesn't like ampersands. God knows that my engine has got against those two. I'll work on finding that out though. The ampersand I can kinda understand but the letter 'z'!? Anyway, enjoy!
(lol just noticed a glitch where sounds from the opening start playing again. I forgot about that)
http://flippinmental.deviantart.com/art/Wasabi-Engine-with-cut-scene-260523678
There are some missing fonts, animations and sound effects but I shall add those later. I wanted to get something working together just to show everyone. Overall however I think doing it this way will in the long run it will make things a lot easier and better. Also I fixed the glitch (well it wasn't really a glitch but lets call it one for arguments sake) in which the text would 'jump' in the opening. It doesn't do that anymore. Few problems, the letter 'z' in 'froze' wont display and it doesn't like ampersands. God knows that my engine has got against those two. I'll work on finding that out though. The ampersand I can kinda understand but the letter 'z'!? Anyway, enjoy!
(lol just noticed a glitch where sounds from the opening start playing again. I forgot about that)
Tuesday, 20 September 2011
Interface design update
I've just about finalised how the menu system would look like now *happy dance*. Gosh I'm so awake and it's already 3am! Anyway here be the uploads.
So here's the main interface with a newly added menu button to the side. Maybe the dialogue box should be attached to the others like how the menu overlays with the inventory box? Thoughts anyone?
Obviously, the default. Help = how to play (might do that later). Exit = exit game, Return = exit menu/go back to game.
When you click on one of the items, a CU appears.
CU for the phone, an 'EXAMINE' button appears so you can find more stuff about items.
For the phone, you click EXAMINE and you can play with the phone. I know I'm lazy about the BG of the phone and I am lazy with getting the other phone buttons to work. Just say 'no service' or 'update' lol.
How it looks like w/o the dialogue.
Obviously, the default. Help = how to play (might do that later). Exit = exit game, Return = exit menu/go back to game.
When you click on one of the items, a CU appears.
CU for the phone, an 'EXAMINE' button appears so you can find more stuff about items.
For the phone, you click EXAMINE and you can play with the phone. I know I'm lazy about the BG of the phone and I am lazy with getting the other phone buttons to work. Just say 'no service' or 'update' lol.
I was thinking the audio options can be located under media/music lol. But let's do that later.
BTW, how would the combine system work? Drag/drop the smaller inventory to the larger one? We can work it out sooner or later.
Monday, 19 September 2011
Squiggle effect may live!
Mostly for Mike but I'll post it up here so that there's a record of it.
I've been offered to collab with someone on dA - he's an AS3 programmer and said that he can do all the programming while I do the story and artwork - I declined ofc but it's incredibly useful to be in contact with another programmer (WOO).
Anyway, I asked him whether he could figure out the code John Su's squiggle effect and he has! I'll copy pasta his comment:
Either way, I believe if we can get this effect working it'll still make a nice overall effect for my persona-esque animations XD
If we can figure out how to get this working I'll add this guy to the credits (I think I will anyway because he actually took the time to look at it and give some feedback). Anyway, what do you think?
I've been offered to collab with someone on dA - he's an AS3 programmer and said that he can do all the programming while I do the story and artwork - I declined ofc but it's incredibly useful to be in contact with another programmer (WOO).
Anyway, I asked him whether he could figure out the code John Su's squiggle effect and he has! I'll copy pasta his comment:
Ok,
I have figured it out. The squiggle effect is created with a
MovieClip called "Sketcher". It takes a still image and
creates multiple versions of it, by applying a Perlin noise filter
with a ColorFilter effect. The result is an array containing the many
images. Then the program uses another MovieClip (they should write
all this using CLASSES instead) that takes this array and plays it
back by copying the frames to the screen in sequence using a bitmap
copy pixel operation. This whole thing could be probably written down
*much* simpler and using reusable AS3 classes. When you look at this
code, it becomes clear it was never meant to be reused anywhere
else... >___<
Either way, I believe if we can get this effect working it'll still make a nice overall effect for my persona-esque animations XD
If we can figure out how to get this working I'll add this guy to the credits (I think I will anyway because he actually took the time to look at it and give some feedback). Anyway, what do you think?
Saturday, 17 September 2011
Interface design update
So the top screen will be what you constantly see when you play the game and the 2nd one is what you'll see when there is dialogue. What does everyone think? Is there too much text to read? Max is three lines I think so I'll edit the script to make sure that any existing dialogue does not exceed it.
Keep up the work yo'!
EDIT:
Borderless as Mike suggested.
Tweaked it again:
Thursday, 15 September 2011
Defib puzzle rambling
I'll copy/pasta from my previous comment:
I was just thinking about the defib puzzle couple of days back. Instead of having a close up of Kenny's chest I was thinking about Yu having a momentary flashback to one of his medical textbooks in how and when to use the defib.
You would need to turn on the defib for it to charge. In the meantime, you'll need to attach the pads to the right area of the chest.
There will be a diagram of a person and players would need to attach the pads to the right place; possibly by trial and error?
Once they're attached, the defib analyses whether the person needs to be administered a shock (shockable rhythm or not) and will be shocked. Maybe you need to hit the button when the needle points to shockable and you can't miss? Mike, let's discuss this puzzle nearer the time.
There is a time limit to get the patches right as well as administrating the shock. I was thinking that the longer it takes for players to get it right, the visuals will start blurring/decaying and Yu will start having flashbacks from that day in A&E along with warped/creepy sound design.
If you fail this flashback scene, Yu has another mental breakdown and Kenny dies. Actually this'll be a good narrative branch that we could possibly expand on for the full version. Hmm let's keep it simple for now and just make it have a game over scene. It'll be cool if the result this puzzle has an actual effect on the story though!
Anyway, that's my rambling.
I've added a 'Puzzle Design' tag and will go back and re-tag a few posts.
As an added bonus, I was re-playing the Edgeworth game and I took a few pictures:
This was literally Mike's reaction to reading the Korean horror comic. No joke.
This is similar to what I had in mind for having two characters on screen so it makes it quite nice to see both character reactions to certain statements.
Ema Skye is back! And she reminds me of Kemi :3
Lol.
I was just thinking about the defib puzzle couple of days back. Instead of having a close up of Kenny's chest I was thinking about Yu having a momentary flashback to one of his medical textbooks in how and when to use the defib.
You would need to turn on the defib for it to charge. In the meantime, you'll need to attach the pads to the right area of the chest.
There will be a diagram of a person and players would need to attach the pads to the right place; possibly by trial and error?
Once they're attached, the defib analyses whether the person needs to be administered a shock (shockable rhythm or not) and will be shocked. Maybe you need to hit the button when the needle points to shockable and you can't miss? Mike, let's discuss this puzzle nearer the time.
There is a time limit to get the patches right as well as administrating the shock. I was thinking that the longer it takes for players to get it right, the visuals will start blurring/decaying and Yu will start having flashbacks from that day in A&E along with warped/creepy sound design.
If you fail this flashback scene, Yu has another mental breakdown and Kenny dies. Actually this'll be a good narrative branch that we could possibly expand on for the full version. Hmm let's keep it simple for now and just make it have a game over scene. It'll be cool if the result this puzzle has an actual effect on the story though!
Anyway, that's my rambling.
I've added a 'Puzzle Design' tag and will go back and re-tag a few posts.
As an added bonus, I was re-playing the Edgeworth game and I took a few pictures:
This was literally Mike's reaction to reading the Korean horror comic. No joke.
This is similar to what I had in mind for having two characters on screen so it makes it quite nice to see both character reactions to certain statements.
Ema Skye is back! And she reminds me of Kemi :3
Lol.
Saturday, 10 September 2011
The plot thickens even more!
Okay...last final kind of update before it reaches 4am!
I've written a chronological timeline for Kemi and Yu - this way it'll be easier to see how Kemi's events relate to Yu's, especially with the whole phone idea (haven't quite thought about it yet with the dream sequence yet but will get to it soon).
It can be read here:
Plot outline (pdf)
Once you've read that, then only will this flowchart make sense:
Anyway, hope this shoddy flowchart and plot outline gives everyone a better idea on how the plot and puzzle investigations pan out. The stalker bit is Kemi's stalker and work colleague. I would go into more detail about it later but it's all written in my notes and I'm literally about to drop so I won't explain everything here just yet. Or better yet, get Mike to explain it haha.
I've signed up to several flash forums to help with that visual discrepancy on day1's blogologue so by the time I sleep and check back, there will hopefully be a reply on it to help me tweak it. If not I'll just carry on with how I'm working, I've procrastinated enough already as it is haha.
KEEP UP THE GOOD WORK GUYS....IT'S ALREADY SEPTEMBERS! ...feck.
I've written a chronological timeline for Kemi and Yu - this way it'll be easier to see how Kemi's events relate to Yu's, especially with the whole phone idea (haven't quite thought about it yet with the dream sequence yet but will get to it soon).
It can be read here:
Plot outline (pdf)
Once you've read that, then only will this flowchart make sense:
Anyway, hope this shoddy flowchart and plot outline gives everyone a better idea on how the plot and puzzle investigations pan out. The stalker bit is Kemi's stalker and work colleague. I would go into more detail about it later but it's all written in my notes and I'm literally about to drop so I won't explain everything here just yet. Or better yet, get Mike to explain it haha.
I've signed up to several flash forums to help with that visual discrepancy on day1's blogologue so by the time I sleep and check back, there will hopefully be a reply on it to help me tweak it. If not I'll just carry on with how I'm working, I've procrastinated enough already as it is haha.
KEEP UP THE GOOD WORK GUYS....IT'S ALREADY SEPTEMBERS! ...feck.
Tuesday, 23 August 2011
Game dialogue interface + example of 'game cutscene'
Are the borders too big looking? Overall I'm really happy with the dialogue box XD. Also excuse the incredibly rough background - just playing around with colour - maybe to contrast with the use of blues in carriage 5? And WOAH, just notice the influx of posts/comments in my inbox. I shall enjoy :DDD
Well done guys! Keep up the work!
Creepy Experiences & Puzzle Ideas
A compilation of ideas in which I forgot to post so I'll type them up now from my sketchbook! May not make much sense but it's up for everyone to look at at least:
Creepy Experiences:
- Chatting w/ Kemi: she gets creepier and creepier with each visit at the mental hospital. Through the phone, then tv which gets distorted over time.
- Door knocks but no one is there.
- Swinging rope sounds followed by a thud *mental hospital
-Calling out to someone in the distance but they don't acknowledge you - unnerving.
-Disappearing carriage idea. DONE.
- Locked door, creepy voice asks if you want to enter. Use the mic to answer / knock on the door to answer.
- Moving toy (Robbie the Rabbit idea).
- Abstract entity that chases you, block the door somehow? (Think about the candles used in SH4)
- Drowning - time limit.
- Resi4 - Play as Ashley.
Puzzle Ideas:
- Mouse = flashlight
- Decipher code - Kemi's notebook? / Hack into her computer.
- Fix fusebox for light.
- Codelock to enter a building
- Blow into mic to remove dust/joss sticks if not remove w/ mouse.
- Figure out a secret passage
- Place items in a certain order
- Dream sequence - connected by and to phone.
- Timer puzzle - long corridor / split screen.
- Piano, hear a ghost playing it, play a reply sequence/finish the sequence.
- Make an offering to a ghost in exchange for information.
- Keylock - audio/visual clues.
Creepy Experiences:
- Chatting w/ Kemi: she gets creepier and creepier with each visit at the mental hospital. Through the phone, then tv which gets distorted over time.
- Door knocks but no one is there.
- Swinging rope sounds followed by a thud *mental hospital
-Calling out to someone in the distance but they don't acknowledge you - unnerving.
-
- Locked door, creepy voice asks if you want to enter. Use the mic to answer / knock on the door to answer.
- Moving toy (Robbie the Rabbit idea).
- Abstract entity that chases you, block the door somehow? (Think about the candles used in SH4)
- Drowning - time limit.
- Resi4 - Play as Ashley.
Puzzle Ideas:
- Mouse = flashlight
- Decipher code - Kemi's notebook? / Hack into her computer.
- Fix fusebox for light.
- Codelock to enter a building
- Blow into mic to remove dust/joss sticks if not remove w/ mouse.
- Figure out a secret passage
- Place items in a certain order
- Dream sequence - connected by and to phone.
- Timer puzzle - long corridor / split screen.
- Piano, hear a ghost playing it, play a reply sequence/finish the sequence.
- Make an offering to a ghost in exchange for information.
- Keylock - audio/visual clues.
Sunday, 21 August 2011
Mini Sketchbook dump
Drawing Yu Level + 5 (I hate side profiles, can never get it right.)
Lol....can't draw girls anymore, will keep practising... sry Michell!
Train carriage colour testing. Perspective/everything fail mainly because I was drawing this at 4am as well as talking to loads of ppl online so my focus kept going all over the place. Anyway - I'm not sure whether to keep it similar to Hotel Dusk and have the characters coloured in but static when players explore the environment. I'm going for the royal/navy blue with cream colour combination. Not sure what everything thinks about it here - any colour suggestions? Also since I have Photoshop open I've compiled a quick screenshot in how I'm envisioning the game to be. It'll be similar to my last game by having two characters in the same dialogue panel because I think it's cool to see some of the reaction shots of the characters. The game interface will need to be designed soon - any takers for that?
Rage Phone Guy FTW.
Tuesday, 16 August 2011
Creepy Experiences / Puzzle Ideas
Compilation of creepy experiences and puzzle ideas. May not make sense to many cept those who have been up to date but I'll try and explain it to the best I can.
CREEPY EXPERIENCES:
- Once Kemi gets found and put into a mental institute, players talk to her normally but as they visit her more often you talk to her by phone with a glass plane in between and then finally a tv monitor cos she starts getting slightly crazier and crazier. I can do some crazy sound design here as well as make the image on the tv monitors go a bit crazy and suggestive.
- Knocking on a door but no one is there.
- The sound of something heaving swinging on a rope but you can't see anything - only hear it. Maybe you can even see its shadow but there's nothing there creating the shadow (think weird shadow thing in one of the rooms in SH4 in the hospital when looking for Eileen). When you leave and enter again you'll hear a thud and some rope materialises out of thin air.
- Calling out to someone in the distance but they don't reply = very unnerving.
- Disappearing carriage idea (which is already in day2).
- Yu comes across a locked door, it suddenly goes silent and a creepy voice asks you if you want to enter. You can answer something by the mic or use the mouse to knock on the door or something.
- Moving toy (Robbie the Rabbit from SH4 style). Actually Kelly and I were discussing this recently about having a giant statue/face in a garden scene/temple and it gets more sinister every time you enter it.
- Moving shadows
- Abstract entity that chases you and blocks the door although I'm not sure how it'll work as it's not really a physical entity. Maybe if we use the SH4 idea of using the spirit candles to repel evilness, I'm wondering if we can still incorporate that statistic system into the engine counting the amount of times you go visit the altar.
- Drowning/Time based events
- Resi4 Ashley: okay can't quite remember why this is written in my book but I think this is a reference in which you play as a 'weak' character which just reminds me of the bit where you have to run down the corridor and it's lined up with suits of armour holding their axes in the air... Might tie it into that idea I had of when you play as Kemi (if we get that fair) and sends Yu hints/clues to his phone. Yu won't remember the dream and will be just WTF when he finds all these things on his phone lol.
PUZZLE IDEAS:
- Mouse = flashlight
- Decipher code into Kemi's computer / hack into it?
- Fix a fuse box
- Work out the the code to get in/out of somewhere. 9 numbered code but only 3 buttons seemed to be used recently and the rest are covered in dust or something. Think TF2 Spy trailer.
- Blow into the mic to remove dust/light up some incense sticks or use the mouse to do it.
- Figure out a secret passage
- Place items in a certain order
- Dream sequence - connected by phone (explained above)
- Timer puzzle - long corridor/split screen/light effect. Doesn't really make a lot of sense now but I'll explain it in depth if I can incorporate this into the script some how lol.
- Piano: hear something playing on it until you shine a torch on it. Maybe you'll need to finish playing the notes of a certain sequence / finish it.
- When you make offers at the altar in exchange for information?
- If there's a puzzle on a locked door and you'll need to try and unlock it with a hairpin, have visual/audio queues. Not sure how to do this as it sounds really complicated but it's there anyway.
- Maze puzzle in which you have to listen out when a guard approaches you so you'll need to head in the opposite way. At the last stance, you'll hear noises coming from both the L/R only to find that it's a cat or something. Might be used for the scene in which you have to try and break into the murder scene.
That's all my notes at the moment folks. Once the ball's rolling for Day1 and Day2 I'll start writing out the script for the next few days as I have a good idea for day3-5 but anything after, not quite yet XD. I'll rate the notes above and see which one would fit the story/script after day5 then we'll go from there.
CREEPY EXPERIENCES:
- Once Kemi gets found and put into a mental institute, players talk to her normally but as they visit her more often you talk to her by phone with a glass plane in between and then finally a tv monitor cos she starts getting slightly crazier and crazier. I can do some crazy sound design here as well as make the image on the tv monitors go a bit crazy and suggestive.
- Knocking on a door but no one is there.
- The sound of something heaving swinging on a rope but you can't see anything - only hear it. Maybe you can even see its shadow but there's nothing there creating the shadow (think weird shadow thing in one of the rooms in SH4 in the hospital when looking for Eileen). When you leave and enter again you'll hear a thud and some rope materialises out of thin air.
- Calling out to someone in the distance but they don't reply = very unnerving.
- Disappearing carriage idea (which is already in day2).
- Yu comes across a locked door, it suddenly goes silent and a creepy voice asks you if you want to enter. You can answer something by the mic or use the mouse to knock on the door or something.
- Moving toy (Robbie the Rabbit from SH4 style). Actually Kelly and I were discussing this recently about having a giant statue/face in a garden scene/temple and it gets more sinister every time you enter it.
- Moving shadows
- Abstract entity that chases you and blocks the door although I'm not sure how it'll work as it's not really a physical entity. Maybe if we use the SH4 idea of using the spirit candles to repel evilness, I'm wondering if we can still incorporate that statistic system into the engine counting the amount of times you go visit the altar.
- Drowning/Time based events
- Resi4 Ashley: okay can't quite remember why this is written in my book but I think this is a reference in which you play as a 'weak' character which just reminds me of the bit where you have to run down the corridor and it's lined up with suits of armour holding their axes in the air... Might tie it into that idea I had of when you play as Kemi (if we get that fair) and sends Yu hints/clues to his phone. Yu won't remember the dream and will be just WTF when he finds all these things on his phone lol.
PUZZLE IDEAS:
- Mouse = flashlight
- Decipher code into Kemi's computer / hack into it?
- Fix a fuse box
- Work out the the code to get in/out of somewhere. 9 numbered code but only 3 buttons seemed to be used recently and the rest are covered in dust or something. Think TF2 Spy trailer.
- Blow into the mic to remove dust/light up some incense sticks or use the mouse to do it.
- Figure out a secret passage
- Place items in a certain order
- Dream sequence - connected by phone (explained above)
- Timer puzzle - long corridor/split screen/light effect. Doesn't really make a lot of sense now but I'll explain it in depth if I can incorporate this into the script some how lol.
- Piano: hear something playing on it until you shine a torch on it. Maybe you'll need to finish playing the notes of a certain sequence / finish it.
- When you make offers at the altar in exchange for information?
- If there's a puzzle on a locked door and you'll need to try and unlock it with a hairpin, have visual/audio queues. Not sure how to do this as it sounds really complicated but it's there anyway.
- Maze puzzle in which you have to listen out when a guard approaches you so you'll need to head in the opposite way. At the last stance, you'll hear noises coming from both the L/R only to find that it's a cat or something. Might be used for the scene in which you have to try and break into the murder scene.
That's all my notes at the moment folks. Once the ball's rolling for Day1 and Day2 I'll start writing out the script for the next few days as I have a good idea for day3-5 but anything after, not quite yet XD. I'll rate the notes above and see which one would fit the story/script after day5 then we'll go from there.
Subscribe to:
Posts (Atom)