Where is the inventory?
Seriously.
Update: I have added an ordinary inventory to the game. But, like in Darkside Detective, you can only pickup stuff when it makes sense.
Old system, no longer valid: if you remember, there is basically no inventory. You combine room items cross location. you click one room object, a map pops out, you click a location, the location pops out, you click the second room object. (can sound complicated, but you can combine very few objects: most puzzles are not ācombine object with objectā, but ācombine object with objectiveā)
āOlivia, Wait! Does it look safe to you to wander in this place?ā
āWhy not? Seems perfectly fine to meā.
ā
Iām adding new parts to the story. They meet a hero who is trying to bring a ring on top of the mountain to melt it. But āas the hero is very tired and needs to eatā Olivia gives him a pizza dropped on the floor. The hero starts throwing up and canāt stop, so he gives them the ring. So the evil Zauroz will start chasing the two girls. When the girsl reach the top of the mountain, they discover itās been turned into a water ski resort for rich people:
so theyāll have to find another way to melt the ring.
Iām happy to announce to my countless followers that ā¦ the game is finished! In the sense that it can be played from start to end, with all the puzzles and dialogs in place! I just wrote the words āthe endā, so I want to celebrate! Sexy time!
Ok, celebrations finished. What is still missing: some failure combinations, and several āgreetingsā. (Which are the short dialogs that are triggered when you change locations. Mostly it is NPCS acknowledging your current situation. They contain many jokes, so they are important. )
And then, I guess itās only graphics for one year. And since I am starting the graphics, Iāll open a twitter account where Iāll post the locations as they are finished. Yay!
As for the story and the puzzles, I am very happy with how the second part turned out. Itās a lot funnier than the first. Among other things, Olivia will: meet a dragon; solve an agatha christie style mistery (the picture above is one of the locations); challenge Frank Stallone once again; climb mount doom to melt the ring; solve a Leonardo Da Vinci puzzle and discover The Golem; and find the Holy Grail! Oh, and of course thereās the final challenge, against the undead pirate Gaetano OāConnor.
As soon as I finish the greetings and the translation, whoever wants to play the complete game (with the placeholder graphics of course) is welcome to do it
what else? The UI has changed again, and now you can pick up stuff, and have a normal inventory. And the name of the game will probably be: āLittle Girl in Monsterlandā! Take care guys!
There may not be a million of us here, but Iām rooting for you buddy!
I like the way your graphics are turning outā¦ and Iām impressed by all the work you put into it!
I would love to try it out once all the graphics are done.
my secret isā¦ that itās not work, it is ārecreationā
Iāll let you know for sure!
I think Iām happy with the witchās characterization. Sheās grumpy enough:
Welcome a new character, Monsieur Heracles Perrot:
A Seguā, questa me pare 'a sora Lella!
She looks like a roman restaurateur and occasional actress.
Itās intended! Itās exactly her!
I just created the twitter account for the game: https://twitter.com/LittleGirl_inMo
Cheers!
Hereās the location Iām working on today.
Iām starting to suspect Iāve chosen a graphic style that is too expensive
Not necessarily. I rather like the half-finished look.
I guess a few white surfaces would not hurt, if done consistently. Though judging by some of the earlier screens, theyāll be fully coloured once finished.
Personally, I think itās right to do the backgrounds this way. Looking at Whispers of a Machine, I realized that I am quite fed up looking at 320x240 pixel P&C adventures, with their samey look. I miss the highly detailed and crisp images of the Daedalic games. Unforeseen Incidents was great in that regard, too, and @segusoās style reminds me a bit of that.
Yes, above I left some white parts because I just wanted to be sure the overall mood works. (and to convince myself I was capable of doing itā¦) But I want to finish colouring them all. I just canāt get used to partially white locationsā¦
Yeah, me too, unless they are monkey 2 quality, which for me still beats ordinary hi-res games.
Unforeseen Incidents was great in that regard,
Yeah, I took inspiration from that when I was choosing the art style.
Thanks for the feedback
The cutscenes are going to look like this:
They are illustrations with captions. When you solve a puzzle, youāll see a sequence of (static) scenes like this.
Now if I can nail Dracula chasing you while holding his pants, I can do anything.
Or maybe notā¦ letās see what other dynamic scenes Iāll have to drawā¦
thereās an eagle seizing a baby with its clawsā¦ the Aziz brothers taking bread out of the oven and tossing it on the floor. ā¦ a mermaid swimming ā¦ a ghost ship emergingā¦ several other chase scenesā¦ Oh, and Olivia riding the dragon in the finale. That will be hard to draw.
It reminds me a bit of very old games in which the background was drawn on screen in bits and pieces whenever you changed screens. It probably may be a lot of work, but if you could make all the different color layers appear in a few seconds, you could create this effect.
(Perhaps make it an option for the speed-runners)
a nice idea. I canāt keep intermediate version of the locations (too complicated) but I could have some white layers that cover part of the picture , in several versions that reveal progressively more. And all this separately for the black layer and the color layer.