Devlog Chap 2 #1 - New screens, parallax effect & lightmap
since you have requested updates here on Steam as well, I am trying to make this possible with a devlog that runs parallel to the Kickstarter updates, but is of course tailored for here. I hope to be able to involve you better. Having already presented you with a first scene & teaser for Chapter 2, I'm all the more pleased to show you a little more. Not only am I currently drawing the backgrounds for all the scenes (and there will be a few more than in Chapter 1), but I'm also trying to polish up the atmosphere a bit. So I've been working on the parallax effect and the creation and integration of lightmaps. It is certainly a question of the extent to which these elements can still be described as retro and can be authentically integrated into the 90s 2D design style. I have to admit that this was the main reason why I hadn't even thought about it for Chapter 1. As Chapter 2 will be much darker in some parts, a light map is the most practical option for me. Another alternative would be to recolour and replace Vio's animation sprites, but that would take an enormous amount of time and wouldn't be technically clean either. With the parallax effect, I really like the play with depth if you don't overdo it and impose it on all the scenes. But it can add a lot to the atmosphere. And I was surprised when I realised that even Broken Sword uses this effect (was it always like this, or was it added in the later versions?). In any case, I don't want to withhold the results from you. Please note that the screens and tests are not final, so I will still be adding work and effort: [previewyoutube=0XPhFAqV2UU;full][previewyoutube=0XPhFAqV2UU;leftthumb][/previewyoutube][/previewyoutube]
At the moment I'm working really hard to get all the scenes more or less finished and technically integrated, in the next step I would add all the necessary elements so that a clickable rudimentary version is created. I'm trying to add animations late, although I have to admit that I really want to make the fire dance in the fireplace and play with the candlelight. :) I hope you like this little insight into the current state of things. It's still a bit difficult for me to estimate how much information you want and how detailed it should be. That's why I'm looking forward to your feedback - so don't hesitate to write it below. This concludes the first entry of the devlog for Chapter 2 here on Steam. Stay healthy and until next time, Many greetings from Germany, Eva
[ 2024-09-26 08:12:46 CET ] [ Original post ]
Hello dear adventure fans,
since you have requested updates here on Steam as well, I am trying to make this possible with a devlog that runs parallel to the Kickstarter updates, but is of course tailored for here. I hope to be able to involve you better. Having already presented you with a first scene & teaser for Chapter 2, I'm all the more pleased to show you a little more. Not only am I currently drawing the backgrounds for all the scenes (and there will be a few more than in Chapter 1), but I'm also trying to polish up the atmosphere a bit. So I've been working on the parallax effect and the creation and integration of lightmaps. It is certainly a question of the extent to which these elements can still be described as retro and can be authentically integrated into the 90s 2D design style. I have to admit that this was the main reason why I hadn't even thought about it for Chapter 1. As Chapter 2 will be much darker in some parts, a light map is the most practical option for me. Another alternative would be to recolour and replace Vio's animation sprites, but that would take an enormous amount of time and wouldn't be technically clean either. With the parallax effect, I really like the play with depth if you don't overdo it and impose it on all the scenes. But it can add a lot to the atmosphere. And I was surprised when I realised that even Broken Sword uses this effect (was it always like this, or was it added in the later versions?). In any case, I don't want to withhold the results from you. Please note that the screens and tests are not final, so I will still be adding work and effort: [previewyoutube=0XPhFAqV2UU;full][previewyoutube=0XPhFAqV2UU;leftthumb][/previewyoutube][/previewyoutube]
At the moment I'm working really hard to get all the scenes more or less finished and technically integrated, in the next step I would add all the necessary elements so that a clickable rudimentary version is created. I'm trying to add animations late, although I have to admit that I really want to make the fire dance in the fireplace and play with the candlelight. :) I hope you like this little insight into the current state of things. It's still a bit difficult for me to estimate how much information you want and how detailed it should be. That's why I'm looking forward to your feedback - so don't hesitate to write it below. This concludes the first entry of the devlog for Chapter 2 here on Steam. Stay healthy and until next time, Many greetings from Germany, Eva
A Twisted Tale
Voodoo Bembel
Voodoo Bembel
2022-09-01
Singleplayer
Game News Posts 13
🎹🖱️Keyboard + Mouse
Positive
(28 reviews)
https://twistedtale.de/en.html
https://store.steampowered.com/app/1751680 
[0 B]
About the game
Discover a humouristic point and click adventure inspired by all the masterpieces which made us stick to our computers back in the day (and therefore we played outside way too infrequently). Full of loony characters, unexpected twists and challenging riddles.
Accompany Vio on her unintentional journey through various realms. Explore broken cities, pirate ships in the deepest jungle and other unreal places. Stand by her side when she makes the acquaintance of the (depressive) Death and engage with lots of explicit and ambiguous references, hommages and imitations of the big classics past (and not quite past) times.
We are a bit vintage - therefore we draw our background art the old-fashioned way with paper, pencil and ink. Colorizing is done digitally - this way we leave less colorful smudges on our desks.
Key features
- Hand-drawn traditionally and digitally created graphics in 4K/Ultra HD
- Classic frame by frame animation
- 1-click interface
- Female main character
- An undead deuteragonist (depressive Death)
- Lots of explicit and ambiguous references, hommages and imitations of the big classics
- Even more comical, thrilling and unique characters
- Weird humor and retro-vibes
- Varying worlds and twisted settings
- Extensive story and classical complex riddles
- Decisions affecting the game
- Alternative endings
MINIMAL SETUP
- OS: Ubuntu 12.04 (64 Bit only)
- Processor: 2.5 GHz (Single Core) or 2 GHz (Dual Core)Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 2.0 compatible with 512 MB RAM
- Storage: 4 GB available space
- OS: Ubuntu 14.04 (64 Bit only)
- Processor: 2.5 GHz (Single Core) or 2 GHz (Dual Core)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 2.0 compatible with 512 MB RAM
- Storage: 4 GB available space
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