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Why we've changed the art style of Irony Curtain?
The before screenshots weve shown are undoubtedly the ones that look brilliant detailed backgrounds, vibrant colours and original characters. And thats the whole point. It looked awesome on static graphics but the puzzles and navigating through the level seemed frustrating just BECAUSE of all those things. When everything is so detailed every object fights for your attention so it feels like pixel hunting all the time. It is crucial for us to have the best possible gameplay without any frustrations and unfortunately, the previous style caused a lot of it. One of Irony Curtain's minigames: the very detailed BEFORE (left) version and simpler AFTER (right) version
The characters in the early prototype we've were made with a technique called cutout animation, a form of stop-motion animation that uses flat objects (think about the paper theatre that youve probably played as a child) . Right now Evan and other characters from the game are animated in a traditional stop-motion way that requires simpler textures on the models. And simpler textures mean simpler art style everywhere in order to keep the project consistent. BEFORE:
AFTER:
When Evan first arrives at the Leaders Heart Hotel, hes overwhelmed by its monumentality and splendor. The location should reflect that, so weve decided to add a lot of empty space and make the character look really small in comparison to the building. There are locations in the game that didnt change that much though (e.g., Evans bathroom in the hotel room), weve only adjusted them to the current style of the game. BEFORE:
AFTER:
In the next episode of Behind Irony Curtain, well show you the creative process behind creating the locations in Irony Curtain. Stay tuned!
[ 2018-12-28 15:09:28 CET ] [ Original post ]
Comrades!
Some time ago we showed you how Irony Curtain looked in the early prototype phase and how it looks like now.
Today wed like to talk a little bit more about the reasons behind the change and the whole creative process. Its no doubt that Irony Curtain came a long way from the times when it was just a prototype called simply Matryoshka.
There are three main reasons why weve decided to simplify the art style:
1. The previous style looked great but it didnt play well
The before screenshots weve shown are undoubtedly the ones that look brilliant detailed backgrounds, vibrant colours and original characters. And thats the whole point. It looked awesome on static graphics but the puzzles and navigating through the level seemed frustrating just BECAUSE of all those things. When everything is so detailed every object fights for your attention so it feels like pixel hunting all the time. It is crucial for us to have the best possible gameplay without any frustrations and unfortunately, the previous style caused a lot of it. One of Irony Curtain's minigames: the very detailed BEFORE (left) version and simpler AFTER (right) version
2. Weve changed the way we animate characters
The characters in the early prototype we've were made with a technique called cutout animation, a form of stop-motion animation that uses flat objects (think about the paper theatre that youve probably played as a child) . Right now Evan and other characters from the game are animated in a traditional stop-motion way that requires simpler textures on the models. And simpler textures mean simpler art style everywhere in order to keep the project consistent. BEFORE:
AFTER:
3. We want the art style to be a part of how we tell the story
When Evan first arrives at the Leaders Heart Hotel, hes overwhelmed by its monumentality and splendor. The location should reflect that, so weve decided to add a lot of empty space and make the character look really small in comparison to the building. There are locations in the game that didnt change that much though (e.g., Evans bathroom in the hotel room), weve only adjusted them to the current style of the game. BEFORE:
AFTER:
In the next episode of Behind Irony Curtain, well show you the creative process behind creating the locations in Irony Curtain. Stay tuned!
[ 2018-12-28 15:09:28 CET ] [ Original post ]
9 Clues: The Secret of Serpent Creek
Tap It Games
Developer
Artifex Mundi
Publisher
2014-07-10
Release
Game News Posts:
80
🎹🖱️Keyboard + Mouse
Very Positive
(644 reviews)
The Game includes VR Support
Public Linux Depots:
- 9 Clues: The Secret of Serpent Creek Linux Depot [498.11 M]
9 Clues: The Secret of Serpent Creek is an original hidden-object puzzle-adventure game, featuring a totally unique Detective Mode. This thrilling mystery merges elements of classical horror and gritty, 50’s-style noir.
A paranormal private investigator is contacted by her friend, famous reporter Helen Hunter, whose voice sounds small and terrified in the voicemail. She is in the coastal town of Serpent Creek, and needs help immediately.
But upon arriving in Serpent Creek, the detective finds no trace of Ms. Hunter.
Weirder still is the fact the town’s streets are crawling with snakes, and the citizens seem to be sleepwalking through life. The ground shakes with violent tremors.
When investigating Serpent Creek, the detective will perform true investigative work: finding clues and combining them to learn the secrets of every crime scene in the all new Detective Mode!
A paranormal private investigator is contacted by her friend, famous reporter Helen Hunter, whose voice sounds small and terrified in the voicemail. She is in the coastal town of Serpent Creek, and needs help immediately.
But upon arriving in Serpent Creek, the detective finds no trace of Ms. Hunter.
Weirder still is the fact the town’s streets are crawling with snakes, and the citizens seem to be sleepwalking through life. The ground shakes with violent tremors.
When investigating Serpent Creek, the detective will perform true investigative work: finding clues and combining them to learn the secrets of every crime scene in the all new Detective Mode!
Features
- Unique Detective Mode gameplay
- Eerie, realistic settings
- Mysterious crime story set in 1950’s America
- Challenging mini-games
- Complex characters with real motivations
- Detective’s Journal that includes current tasks and character index
- Unique locations
- Breathtaking plot full of unexpected twists
MINIMAL SETUP
- OS: Ubuntu 12.04 (32/64bit)
- Processor: 1.5 GHzMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: 128 MB VRAM
- Storage: 1 GB available space
- OS: Ubuntu 12.04 (32/64bit)
- Processor: 2 GHzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 256 MB VRAM
- Storage: 1 GB available space
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