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880117 Posts in 33021 Topics- by 24388 Members - Latest Member: zackaria85

May 25, 2013, 07:23:01 PM
TIGSource ForumsDeveloperFeedbackDevLogsArt of Crime - Psychic Detective Game
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Author Topic: Art of Crime - Psychic Detective Game  (Read 3457 times)
Guert
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« Reply #15 on: October 20, 2011, 07:58:57 AM »

King: I'll try to show you the game next time we see each other.

I haven't posted a new entry yet because I've been sick. I'll be back on my feet real soon. Smiley
I'll also try to make a gameplay movie to show wher ethe game is going.

Later!
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Guert
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« Reply #16 on: October 21, 2011, 08:26:01 AM »

Devlog 5

I mentioned in the last devlog that you can interview the drawing girl. The concept is that, after she drew all the pictures, she was sent to the hospital. As a detective it is part of your duty to talk to her and confirm the information you got from your investigation. However, dealing with a woman who suffered from a mental breakdown is not easy. Here’s how the game allows you to interact with her.



The goal of the interview is to confirm the information you have gathered during your investigation. It’s best to know what you are talking about before starting the interview so you don’t ask questions containing wrong or missing information. When the interrogation starts, the girl is in a bad mood and closed to all discussion.

From there, you can select the tone you want to use followed by a topic. Depending on the tone and topic you choose, the girl will react differently and, as her opinion of you changes, her facial expression will change accordingly.  The girl’s face is divided in 4 main parts: the eyebrows, the eyes, the nose and the mouth. Each brow and eye are divided in two parts. Whenever there’s a change in her emotions, it changes the way one of these elements are positioned. For instance, if she’s mad, she will be frowning, staring at you, and clenching and showing her teeth. If you tell her something that pleases her, she might loosen up her mouth but still frown. If you say something else that she likes, she might stop looking at you and look sad rather than angry. Dividing the face in different parts, I can make many facial expressions.


By using the right questions, you can make her feel better about herself...


...or much worst...


... or just plain hate you.

The girl has two main traits that dictates how her face changes. The first one is her comfort and the second is her trust in you. When asking questions, the tones and topics you use will affect either one or both of these traits and push her to respond accordingly. The four tones available to use are: Friendly, Reassuring, Neutral and Aggressive.

  • Friendly : This tone is used to make the character feel better about her. The questions direct her opinion toward how she feels, complimenting her skills and talking about stuff she enjoys, such as her hobbies and favourite food.
  • Reassuring: This tone is used to tell the girl how much you will help her and how everything is going to be fine if she helps. Contrary to the friendly tone, the reassuring tone is about your relationship with the girl much more than how she feels.
  • Neutral: You guessed it! This tone is all about neutrality. It’s the best tone to get the cold hard facts out of her mouth. All the questions are straight the point.
  • Aggressive: Sometimes, just asking questions and trying to be the good guy ain’t gonna be enough to make her talk. The girl is in shock and lost contact with reality. The aggressive tone covers questions and comments that will shake up, such as saying that her lack of cooperation makes her an accomplice or implying that she is the culprit. The questions and comments are not necessarily always personal attacks though. For example, an aggressive comment might be that you’ll find the suspect and give him what he deserves or that she needs to snap out of it or the victim will not rest in peace.

You have to be careful not to fall in excess of one particular tone. Being very aggressive may lead her to close and get angry. Being too friendly and reassuring might make her feel like you are trying to manipulate her. Only a neutral tone makes you feel like you don’t feel any emotions.

The topics you choose also affect how she will react. Certain topics makes her feel good about herself, others make her remember what happened. There are four topics, each containing a set of questions covering sub-topics: The drawing girl, the suspect, the victim and the event.

  • Drawing Girl (her) : Talking about the girl involves asking questions about herself and what she did before the events. It also takes in consideration her hobbies, job and favourite food.  When talking about her, the drawing girl will feel better since she is thinking of the good times she had.
  • Victim: Talking about the victim is a double-edged sword. Certain questions makes the girl feel better, others make her feel worst. The selected tone in this topic is quite important. For example, taking a friendly tone when talking about the activities she shared with the victim will make her feel much better. When talking about how the victim died, it’s best to take an aggressive approach to talk about how the crime has to be punished.
  • Suspect: The suspect is a touchy topic since the girl hates the character. Aggressive and neutral tones are best if you want to get facts out of the girl and not too much hate. For instance, being aggressive concerning the suspect makes the girl talk but she is more likely to tell you that she hates the suspect guts than information you need.
  • Event: The event covers all that has to do with what the girl was doing before the event, how she came to witness it, how it unfolded and what she did afterward. To get as much information from the girl as possible when talking about the event, it’s best to use all tones since it is the most sensible topic.

Whenever you ask a question, the question is removed from the list. You can leave at anytime and come back as many time as you want if you need to double-check something in the drawings.  Once you have all the information you need, you’re done with the interview.

Of course, this mode is possible if we assume that the girl is alive. Wink



Thanks for reading! Smiley
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Guert
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« Reply #17 on: October 24, 2011, 08:45:16 AM »

After a few playtest, I'm gonna add some questions that "respawn" everytime you go see the girl. For example, greetings can be used every time you go see her. this way, discussions can feel more natural.
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« Reply #18 on: October 27, 2011, 08:01:10 AM »

Made a game preview today.

Here it is! Smiley

Quick question: I'm having second thoughts about the title of the game. It feels like it doesn't fit the game anymore. Anyone has suggestions?
« Last Edit: October 27, 2011, 10:03:26 AM by Guert » Logged

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« Reply #19 on: October 27, 2011, 01:20:26 PM »

The preview is lovely!  Just one thing, I think 'Art of Crime' is a great name, but not so much the font you use for the title.  The current font makes me think 'ghetto'.

Perhaps you could try writing 'Art of Crime' in cursive, or a girl's handwriting.  Not a quick illegible scrawl, but something where she's trying to make it look nice, as if she were writing out the title onto a placard to be put next to the drawing.
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« Reply #20 on: October 28, 2011, 12:54:07 PM »

I think I'm going to try alternate looks for the title. No matter what it'll be, I think it's going to help. Thanks a lot for the suggestion Smiley
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« Reply #21 on: November 02, 2011, 09:06:05 AM »

Just a quick message to say that a new devlog entry is on its way. I've been quite busy with a couple of projects and work lately so I haven't been able to update the game much. Thanks!
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« Reply #22 on: November 20, 2011, 06:31:00 AM »

Yeah, sorry about double posting but I got a new job and I'm overloaded with work. I'll post the second I have some time. 
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« Reply #23 on: January 06, 2013, 03:44:04 PM »

NECROMANCY!
Oh yes! After almost a year on hiatus, Art of Crime is back and kicking. 2012 was huge for me but I took some time during the holiday season to wrap a few things up. So much that now, the game has entered the beta stage.  There are still a few things to finish but the game's feature complete. So what's new since last devlog post? This:

  • You can now find the drawing girl's cellphone, which contains crucial information on the case
  • You can interrogate a drawing version of the suspect, which gives a different view on the events.
  • New artworks in the convent room for more details and polish
  • General code polish and bug fixing

I'll post new screenshots soon. I'll also be starting to hunt for beta testers to catch as many bugs as possible.

Later!
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« Reply #24 on: January 07, 2013, 02:50:38 AM »

Nothing cheers me up more than finding an old awesome project become active again in Devlogs.

I can't wait to see those screenshots.
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Guert
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« Reply #25 on: January 07, 2013, 08:05:46 PM »

Devlog 6

The game is back on track and all features are complete. There's still some bugs to iron out and some polish to do but the game is fully playable without major, progression-blocking issues.

Right now, I'm trying to come up with a new visual for the game's logo.

So far, the design is too busy and it really becomes hard on the eye when placed in the main menu. I'll keep searching for the right look in days to come.

The new feature I'd like to talk about is the addition of the cellphone. On the night of the attack, the drawing girl took pictures of the event with her cellphone before running off. When she was safe in the convent's room, she hid somewhere safe. By inspecting creepy drawings, you can find clues on where the cellphone lies.


Once found, you can find personal emails as well as crucial evidence of what unfolded that night.


Of course, everything isn't as easy and straight forward. You might have to work a bit in order to get access to the information. Wink In the end, the cellphone is a straight window into the drawing girl's personal life. Although it doesn't say much, the cellphone shows how she is just a simple, everyday girl.   

Thanks!
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« Reply #26 on: January 11, 2013, 03:57:05 PM »

Devlog 7

As mentioned in a previous devlog, you can interview the girl in order to get more information on what unfolded. Of course, her side of the story is one-sided. So, using pieces of a note written by the girl, you can enter the dark world and meet the killer to get his or her side of the story.


You start by finding the torn parts of the note...


... and assemble them into something comprehensible.


Using your powers, you can enter the note and "speak" with the suspect.


Much like with the girl, he or she is not very cooperative, so you'll need to be persuasive to make him or her talk.

The information given by the suspect is different from what the girl is saying. The goal of this feature is getting to see the other side of the medal and understand how the events came to be.

The final part of development is fixing bugs and getting comments from players. Then, it'll be time for a plan of action for the release.

Thanks!
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« Reply #27 on: January 13, 2013, 06:27:03 AM »

Nothing cheers me up more than finding an old awesome project become active again in Devlogs.

I can't wait to see those screenshots.

I'm so sorry, I forgot to reply to you in my previous posts! Thanks for posting, I'll be posting more screenshots this week. Anything I've talked about you'd like to see? Thanks!
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« Reply #28 on: January 13, 2013, 06:41:10 AM »

Just saw this thread for the first time; love the concept, and the art is really, really good. I look forward to playing this one.
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« Reply #29 on: January 14, 2013, 05:45:05 PM »

Just saw this thread for the first time; love the concept, and the art is really, really good. I look forward to playing this one.

Nice! Thanks!
On development side, I sent out a few builds to a couple of beta testers and a few bugs popped out. Luckily, nothing major, but there's a bit of work involved to iron things out. Regarding the title screen, I haven't found a fitting visual yet, but I can't say I've been trying that much these past few days.

Thanks!
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