…Well, a belated new year, at least. Hi all! GabuEx here. I hope you all had a great winter holiday season, a great new year’s celebration, and a great 2012 in general.
We’re still hard at work behind the scenes, but to keep you interested and your appetites whetted, I thought we’d release a few teaser screenshots from sections not seen before from case 1. Nothing spoiler-y; we’re still keeping the story itself under wraps to ensure that you aren’t bored when case 1 is released – but, hopefully, these should intrigue you enough for now while we work on getting case 1 completed.
(And no, please don’t ask about release dates – we’ll let you know when we’re prepared to commit to something that won’t result in us working 39-hour days to get things completed. )
Find the screenshots after the break! Continue reading
Hi all! GabuEx here.
We’ve all been hard at work behind the scenes on the first case, and we can’t thank you enough for being patient with us while you wait. A game like My Little Investigations is always a bit tricky to give public exposure, since we can’t show you anything that would give people an inkling regarding the way in which the story goes – but by this time, I think it’s safe to say that we owe you at least a little something to whet your appetites and reassure any of you out there who might be worried that we most certainly are still going strong. So, I’d like to take a little bit to highlight just a few of the things that our wonderful team has been up to. You can find that after the break! Continue reading
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.
Find it all after the break!
Huh boy. Location implementation is taking much longer than I was expecting it to – every time I implement something I realize I need to implement something else too before I’ll be satisfied enough to record another demo video. Already I’ve got locations themselves implemented along with transitions between them, initiation of conversations with characters in locations, cutscenes, and environment examination, but I’ve still got more to do. On the plus side, this is going to be a pretty huge update when it finally goes live. Hopefully you folks can wait a little while longer.
While we wait, though, since the last blog entry was pretty well-received, I thought I’d write another one, this time dealing with game structure and cutscenes. …But first, more screenshots! Just for fun.
Much more after the break!
One of the worst parts about designing a game engine is that a whoooole lot of the work you do goes into the underlying infrastructure, which tends to be rather boilerplate work that facilitates content when it’s done, but does not actually produce much of anything you can actually show others when it’s still in progress as proof that you’re actually getting work done. Such is the case right about now – I’ve been working on enabling location navigation within the game engine now, which is basically taking us up one more level: locations contain characters, with whom you can get into encounters, as was demonstrated in the last video.
Unfortunately, I’ve still got a ways to go as far as work goes on this part of the game engine, but since I’m a tease, here are some early screenshots to tide you over and reassure you that I am in fact working on this game:
Just checking in to say that progress is coming along just fine on character encounters. These will take us one level above interrogations – character encounters account for a full session with another character at a given location, which can include multiple questions and interrogations.
I’m still working on them, but a gameplay video should be out in the near future. Here are some screenshots to tide you over until then! (Click for full size.)