Posts Tagged ‘detective’

Going to bed! Current progress here!

Posted by (twitter: @avaskoog)
Saturday, December 10th, 2016 7:44 pm

Previous (and first) update can be found here.

Half of our team of two has already gone to bed and the second half is just about to. Spent the last hour or so messing around with a cheap post effects shader to get a somewhat more interesting look to the game than default Unity stuff:

View post on

Some of Marte’s models are finally in, tho not where they’re supposed to be in the end. This is still just a test room.

The contrast provided by this shader allows us to put details into textures rather than relying on stuff like normal mapping with a similar result, which is good enough, and saves a lot of time and effort. Will probably add some bricks to that fireplace, for example.

As you can see, the gameplay hasn’t really changed compared to the previous update. Back to working on that tomorrow. Will need to plan out the story and puzzle elements of this detective story a bit more too.

Good night! ☆

☆★ WIP detective story set in ONE room ★☆

Posted by (twitter: @avaskoog)
Saturday, December 10th, 2016 4:08 pm

⇒ Choo choo goes the LD hype train! ⇒

Ava and Marte are working on a game as always, this time not accompanied by Morten. Started a bit late after a good night’s sleep and most of the time on Ava’s part has gone to core systems, but we’re going strong. After some initial music work, Marte has for the first time done 3D modelling, in Blender, and has been churning out models with increasing speed as she has gotten used to the way it all works. c:

None of the models are featured in the below test room, but you can get an idea for how the game will work. You will be inspecting things and picking stuff up in order to progress and figure out what happened!

View post on

A semi-intelligent system makes it relatively easy to add new stuff to the room and have it working as intended.

Skärmavbild 2016-12-10 kl. 21.54.58

Our previous blog post this time around had Ava considering using p5.js for this LD, but as you can see above, we ended up using Unity instead, as 3D felt like the best way to cram stuff into a single room, and there wasn’t really time to delve into the 3D functionality of p5 this time. Better to focus on a better game using familiar tools!

Good luck to everyone! ♥︎

Murder Between Worlds – Post Mortem

Posted by (twitter: @ChronusZ)
Tuesday, August 26th, 2014 1:01 pm

This was my second-third time entering Ludum Dare, and boy was it intense this time.

By second-third time, I mean this is actually my fourth time entering. Last time I didn’t finish, though, because I couldn’t get up the drive to work on a game for a theme like “Beneath the Surface”. It was mostly my own fault, since I got super pumped for the theme “Break the Rules”, which I thought was gonna win. Oh well. Regardless, this time around, I decided to make a murder mystery detective game inspired by the visual novel Danganronpa, which I’ve been playing a lot lately. I’d highly recommend playing it, it’s great. Back on topic, I decided to use a fairly generic interpretation of the theme this time, where you can press tab to switch between two worlds that are very similar on a general scale, but almost everything is the opposite of its otherworld counterpart. For those who don’t know, I tend to use very… unique interpretations of the themes, which usually backfires and makes people think it isn’t related to the theme at all (admittedly, my second game had almost nothing to do with the theme whatsoever. I realized that belatedly mid-development). I tried to avoid that this time.

Now, this was originally supposed to be a compo entry, but I ran out of time, so I ended up having to shift it to a jam entry. I actually only spent about 20-30% of the time working on the mechanics, which was weird for me, as I usually am very mechanics-based. Most of the time was spent Dark Fire Knightworking on the mountain of artwork that I set for myself when I decided to go with an anime-inspired drawing style. I’m a pretty slow artist, so the art alone probably took nearly a full 20 hours. Writing took quite a bit of time as well, since I tried to make the dialogues all very interesting and give everyone unique personalities (I even made all of the exposition from the PoV of the main character, which took quite a concentrated effort). Overall, I think the writing is probably where this game shines most, followed by the art. Awkwardly, the evidence leading to the solution was probably not that great, which is sort of important for a detective game.

A quick word on that. I made a decision from the start that I didn’t want this to be  a regular detective point-and-click adventure, where you have to collect all of the evidence to progress towards finding the culprit. I wanted to make this more of a player-centric experience. Therefore, I decided to make it so that the player can arrest anyone at any time, without even finding a single piece of evidence. Additionally, the game never tells you if you were right or not. Although it may be a bit of a strange path to tread, I thought it was better this way. This is a game about looking at evidence and trying to reconstruct what happened in your mind to figure out who was the most likely culprit. None of the evidence is concrete, and only through a combination of multiple pieces of evidence combined with your own intuition can you figure out the who the murderer was. I think that this concept would’ve been a lot better if I had more time to work on making good evidence, though. As it stands, the evidence may come across as either much too vague, much to clear, or much too misleading.

javaw 2014-08-26 11-58-34-61At the same time, though, I’m quite proud with how this all turned out. The mystery itself is quite clever, in my own opinion, and if I had spent a little more time thinking about how to present the evidence, I’m sure things would’ve been great. I actually asked a few friends what they thought happened after finishing, though, and one of them got it exactly right, so it’s probably not that bad. The art, despite taking so long, is something I impressed myself with, the music is interesting, the writing is funny, and the mechanics seem mostly solid (I did forget to add a crosshair, and one of the pieces of evidence (shown to the right) is impossible to click on. Pretty minor mistakes, though).

All in all, this was probably the most complete game I’ve ever made for Ludum Dare, and also probably the best. Also probably the one that I slept the least for. And skipped a day of work for. Nevermind that, though.

Although this exact concept isn’t something I’d particularly like to pursue completion of a full game of, I think at some point a would like to make a game with a similar feel and art style. A mystery game where you can select whoever you think the murderer was and which evidence you think helps your claim, but if you perpetually arrest the wrong person or present the wrong evidence/are missing evidence, you’ll lose face. That sounds like something I’d be willing to do. I don’t know whether I’d keep the two worlds mechanic. I feel like it adds something, but at the same time it just creates needless complexity. Who knows?

Regardless, as always, I had fun, and look forward to the next one! Now to go back to sleep…


[cache: storing page]