In the final version, you will only be able to do it at the end, and in a totally different way!
(the old way will only get your house burned down) (and rebuilt at the taxpayer’s expense)
Let’s find out where we are: the rooms that I have finished or almost finished are in red. The others are yet to be done:
however… several of the missing rooms are difficult and take twice the time…for example, I have a dragon that chases you through several caves, swearing… that will be hard to draw.
Plus, here you don’t see the nonplayable rooms, i.e. cutscenes bacgrounds. Let’s say there are 10 of them.
I can do two rooms a week. How long do you think will it take?
There’s 70 rooms to be done on that map -which looks VERY familiar (the left part at least)
Then there’s 10 non-playable rooms…
15.75% of harder rooms that will take twice as long…
Divide by the inverse of two rooms per week…
2020 is a leap-year…
Carry the 3…
Answer: SOON!
lol 
I don’t want to know, because if I know I might change my mind…
Name it Ransome!
Uh-oh… copyright infringement ahead…
I know how these things go.
You are making it in your spare time, that is not your primary job.
It’s the same with the TWP dubbing project: we started with an ETA, then … things happen in real life, you know, that delay projects. That’s the primary point to take in consideration, when planning an ETA in our case: there are unplannable events.
So, I would say… ALMOST soon!
Let’s say it’ll be finished before the United States has a new president. 
Or Italy and Belgium have a new government.
This was perhaps the most difficult location (together with Dracula’s bathroom). From now on, it’s all downhill 
“Oh, no! We’ve been turned into pigs!”
“Ok, but at least we are not prisoners! They left the door open!”
“Yes, but we’re too fat to pass through!”
Like, you know, a resemblance around the eyes?
![]()
Awwwww, they’re so cute! Maybe I’ll just leave them like that forever, and they can enjoy the rest of their lives as pigs. (Alternate ending)
You can’t!
I’m not going to draw them in pig form in all locations ![]()
(wait, maybe you meant to stay there and not escape :))
Right now I’m planning to have you followed in all locations by: 1) the horse; 2) the golem. Possibly also the eagle and the dog, but I’ll probably cut that. And I’ve already cut the beaver…
You can also wear Poirot moustaches in all locations, and wear teddy bear slippers… still unsure how I’m going to draw all that and write the corresponding dialogs ![]()
Noooooo, don’t cut the dog! I liked having him around to say hello to! 
I wonder, instead of drawing the locations with different sprites, could you make the sprites appear separately with a transparent background?
What about walking in all locations with an eagle on your shoulder? I’d rather keep that… the problem is there’s no point bringing the dog around. Hm…
Of course I could reuse the same sprites in all locations. All games do that, after all. But they would not look good. The lighting would be off, the black outline would be too thick or too thin, due to scaling… I don’t like that.
But this would still be manageable I guess. The real problem is writing greetings dialogs for all rooms and for all possible forms and conditions you can have. I need a dialog when you enter your mom’s house with the dog, one with the eagle, one with the golem, one with moustaches, and so on… I’ll try to stick in as many as possible, but I’m still not sure.
To be clear, i’m not cutting the dog, he’ll still be in that location… . I’m just not adding the possibility to have him follow you in all locations.
Oh good 
“You guys better wait outside or my mom will get upset and make me chop more wood!” ?
Yeah, most of the time she will refuse to go inside buildings with the horse or the golem. But for the golem, I really want you to be able to enter most places to see the npcs reactions. ![]()
Not to mention the priest reaction when you enter the church carrying the Holy Grail.
For a while I had an interface where you first needed to have the animal follow you, and then you had a verb “use eagle HERE” (without specifying the objective). So with this interface I had to draw all possible companions in all locations. Now , for several reasons, I’ve reverted to the interface “use eagle IN ORDER TO …”, so I don’t need to have animals follow you. they only need to appear in the original location and in cutscenes. So at this point I’m still unsure if you’ll be able to have anybody follow you.
Don’t spoil the whole game! ![]()
But that’s what made your game interface UNIQUE. (and frustrating at times, but still) Did you decide to drop it? Or only for some interactions?
only for some interactions. And only for a while.
I mean… Only for entities that can follow you, for a while I’ve tested the interface without objectives (“use X here”) . For the rest of the puzzles, the “in order to” was still there. But now I’ve reverted to the “in order to” interface for everything.
There are some small changes to the interface you tried. First, now you have to pick the objective first. Then, depending on the objective, I either show the “use” verb or a list of verbs like “enter, climb, say that you are, follow, dirty (or tamper with), search”. THis was the best way to model some puzzles.



