We’re now prepared to announce that that is the official targeted date of the case 1 demo of My Little Investigations. Barring unforeseen circumstances, it’ll be available for download right here on that date.
For now, however, enjoy a gameplay teaser while you wait:
It’s been a while, hasn’t it? Don’t worry, though – the period since we talked last was definitely filled with productive work. Whenever a new team comes together, there’s always a period of time during which everyone gets to know each other and various foundations are laid, such as schedules, artistic direction, and so forth. This period of time is fundamentally important, as without it no coherent, unified work can be produced for the project – but, sadly, it also is a time during which not a lot is produced for the outside public to have a look at.
I’m happy to report, however, that we’re more or less through that point in time, and the phenomenally talented team we’ve assembled are now really starting to get into the groove and producing some great work. So, hopefully, from here on out, we should have updates at least more than once every month and a half or so. Since I’ve seen and heard from people who are really itching to see how the project’s going and to see proof that it’s alive and well, I figured I’d take this opportunity to give fans a very preliminary first look at the game and what we’ve been up to behind the curtain.
The next engine demo is up, this time demonstrating – drumroll please – partners! This is something that people have been asking about for quite some time, so I’m happy to finally be able to talk about it. Hopefully people like it. It would suck if people didn’t.
Anyway, without further ado, I’ll let the video do the rest of the talking:
This video took way longer than I had expected it would take, but it’s finally ready to be shown. This time, we’re looking at locations, and all the things associated with them. A full explanation may be found in the video, so I’ll just post it:
For those curious, a full explanation of the items found in this video appears after the break.
Phew, this took a bit longer than I expected it to – I kept finding more and more things I wanted to implement for the test content seen in this video - but the next gameplay video is finally ready for display. This time, we’re taking a look at character encounters. A full explanation can be found in the video (now with narration!), so I’ll just stop talking and post the video:
More details about just what is seen in this video appear after the break.
The very first part of the game that I decided to start working on, since I had a feeling it would be the most involved, was the interrogations – the portions of the game where you listen to a character talk about a subject, press them for more details or to get a reaction from them, and then present them with evidence to expose a lie if they’re making one. That portion of the game engine is more or less complete at this point, and I’ve put up a video demonstrating the gameplay for this part of the game after the break.