#1, by GregThursday, 20. November 2014, 21:10 6 years ago
Hopefully this won't be a double post, as I think I accidentally deleted my original post
Anyhow, my name is Greg, I am a character animator and hobby c++ programmer. Ever since I was a kid I've always wanted to make an adventure game and I think now that I'm in my mid 30's I should get a move on it or it just might never happen
The title of this game is still very temp. I want to go for a humor murder mystery and the name Detective Rico Stone has been lingering around my head for a while now, so it became the current title, but that might change in the future.
Anyhow, I'll just drop some art assets / game updates here as I put things together. Looking forward to taking part in this adventurous community
PS: I'm still a total Visionaire NOOB, but I promise to work hard and learn this beast ASAP.
#3, by BigStansThursday, 20. November 2014, 23:49 6 years ago
Damn what an amazing pixel art Really never seen and it looks like back to the roots I love the old graphics style. Are the cops "bas ass cops"? Like the movie Departed?
#4, by GregFriday, 09. January 2015, 07:20 6 years ago
Thanks for the inspiring comments guys I did a bit of traveling the last two months but now that I'm back home I will be able to give this project my full attention again.
I managed to get my first cutscene going... but this was before I realized that there is a built in cutscene system I got mine working using scripting and scene animations so I may just stick to that approach as it tends to give me a lot of control.
I've been having some issues with the Mac Build , I posted the bug's I ran into in the Bug-Report section for anyone who may have similar issues.
Anyhow, here are some recent screenshots and WIP's
#5, by afrlmeFriday, 09. January 2015, 10:56 6 years ago
Looking at the screenshot of your wall/concept art, I would think that you have spent too much time watching crime shows!
There's 2 built in cut-scene methods.
1. The begin/end cutscene action part. These allow the player to skip the cut-scene via the escape key. Also currently these hide all interfaces automatically - the upcoming version of vs allows you to define which interfaces should be hidden/visible.
2. The hide/show cursor action part works in the same way as the begin/end cutscene action part, except it kills all key input which means that the cut-scene can not be skipped. Also interfaces will not be hidden with this method.
#6, by GregMonday, 12. January 2015, 04:10 6 years ago
Thanks for your help as always AFRLme I'm in the process of creating a few new characters as well as getting a couple levels linked up, but as soon as those are gtg I wil go back to the cutscenes and post back with my results.
Here is an update on the Hotel Lobby as well as the window view of the crime scene
#7, by GregTuesday, 13. January 2015, 05:00 6 years ago
Tonight's update is a small one yet somewhat important. Me and Phoebe came up with a interesting idea last night. Instead of having one way to end the game, the plot would be up to the player and how they investigate the crime scene. Being shows a conclusion based on what deductive path they took during the adventure.
This is all still very early concept but for example if the player did almost nothing they would still be able to dub the crime-scene a suicide.
Also, going on steam greenlight is still ways off but here's a little branding image I've been tinkering with on the side.
Thanks for looking, will be back with more stuff soon.
#8, by GregTuesday, 20. January 2015, 08:19 6 years ago
First UI test. I'm not happy with it yet so I'm sure it will go through a lot of changes. I also incorporated a score based system but it's still not a sure thing. I may nix it depending on how the next few weeks go
I'll try to post back soon with more updates, thanks for the support.
#9, by GregThursday, 22. January 2015, 21:26 6 years ago
Hey guys, here's another UI test with a more simplified representative of Rico.
I've also run into a issue with the character rigs I created, so I'm forced to redo them from scratch, by this time around I've followed proper procedure and they can now even accept mo-cap data if needed
#11, by GregThursday, 22. January 2015, 22:13 6 years ago
Hehe, no I animate everything by hand except that last clip which is in fact a mocap data I just popped onto him to see it it would work on the rig. Which it did