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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 ]
Enigmatis: The Ghosts of Maple Creek
Artifex Mundi
Developer
Artifex Mundi
Publisher
2014-10-16
Release
Game News Posts:
81
🎹🖱️Keyboard + Mouse
Very Positive
(1178 reviews)
The Game includes VR Support
Public Linux Depots:
- Enigmatis: The Ghosts of Maple Creek Linux Depot [549.49 M]
Imagine waking up after a powerful storm as the sun goes down. You find yourself just outside a small town on the side of the road. A shiver runs down your spine as your body remembers the recent dramatic events that your mind cannot or will not recall…
Will you dare to solve the ages-old mystery of Maple Creek? What ancient evil lurks in the seemingly peaceful, pastoral lands of Vermont? Find a missing teenage girl and save yourself in the thrilling detective story, “Enigmatis: The Ghosts of Maple Creek,” an outstanding hidden-object puzzle-adventure game!
Will you dare to solve the ages-old mystery of Maple Creek? What ancient evil lurks in the seemingly peaceful, pastoral lands of Vermont? Find a missing teenage girl and save yourself in the thrilling detective story, “Enigmatis: The Ghosts of Maple Creek,” an outstanding hidden-object puzzle-adventure game!
Features
- Named one of the best HOPA games of 2011 (Gamezebo, Jay Is Games);
- Features the unique Evidence Board: collect evidence and draw conclusions to run the investigation and push the story forward;
- AAA-quality cinematics;
- Breathtaking scenery of autumnal Vermont;
- Extraordinarily immersive and multi-layered story;
- Hours and hours of adventure filled with puzzles and riddles;
- Special Collector’s Edition version full of exclusive extras;
- Bonus Chapter awarded for completing the game;
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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