present a not quite point and click adventure:

WHY THE LAST OF US IS THE GREATEST STORY EVER TOLDIf you haven’t played The Last of Us yet, I suggest you read no further.
As someone currently writing a video game and trying to come up with characters people will love, I’ve been looking into why...

WHY THE LAST OF US IS THE GREATEST STORY EVER TOLD

If you haven’t played The Last of Us yet, I suggest you read no further. 

As someone currently writing a video game and trying to come up with characters people will love, I’ve been looking into why players bonded so intensely with Ellie from The Last of Us. There is a video analysis where a fan goes into half an hour of detail as to why he feels the game changed his life. That’s no small claim, but his most surprising comment (to anyone who hasn’t played it at least) is likely that the game made him want to have a daughter. You could dismiss this as someone wildly overreacting, but he’s not the only one. There are numerous replies to his video expressing the exact same opinion. I can definitely relate, getting a little uncomfortable every time I had to boost her over a wall and out of my sight.

Keep reading

We had the amazing opportunity to talk to Dave Grossman, co-creator of the (recently remastered) Day of the Tentacle, about point and click adventures with our friends at the Game Over Man podcast. 

 The podcast can be aurally enjoyed here.

Poster Process

Here’s a little look at our process for developing the new poster for This is No Time for Games

We knew we wanted our poster to be very character-oriented, as dialogue, story and character development are all a massive part of the game. So we started out with a design that was a bit like an 80s film poster crossed with something Studio Ghibli might produce. It evolved a little to accomodate a more interesting point of view, hopefully one that more clearly portrays the sense of mystery that is at the core of the game. 

Towards the end, although happy with the look and tone, we were concerned that it looked a little too much like it was aimed exclusively at younger players. This is No Time for Games is designed to appeal to the same kind of audience as those who love classic point and click adventures; and those games, although family-friendly, always had a slight edge of being for adults as well as younger players. So we decided to add the blood, which makes the tone of the image a little darker, and in fact adds to the mystery a little more. We like to think of This is No Time for Games as a sci-fi fairytale, and real fairytales always had a slight edge of violence to them.

Photolion meditates in this latest clip from This is No Time for Games.

Sprite Groups for Unity - Edit Colour, Sorting Layer and Sorting Order on Multiple Sprites

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Download Sprite Groups

Our characters and interactive objects in This is No Time for Games are made of multiple sprites, so to be able to prototype scene ideas as quickly as we’d like to in Unity, we have to be able to set the colour, sorting layers and sorting order of these groups of sprites in editor mode without having to select all of the sprites each time.

I’ve written a script called Sprite Groups that you can attach to a game object, and then the tooltips in the inspector will guide you through the rest! Get it here

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And if you want to be informed when This is No Time for Games Kickstarter launches (so you can get stuck into the early backer rewards) please join our mailing list!

For more info about the script itself, read on…

The script also contains functions to let you edit sprite groups at runtime, for example if you want to change a multi-sprited player’s sorting layer depending on where they are on the y axis you can use SetSortingLayer() or SetSortingOrder() - useful for 3rd person point and click adventures.

Or you could put the SetColour() function in a coroutine to make a character gradually change colour.

It also contains code that removes the editor only functionality in build versions of the game so that it won’t slow it down.

The code is written in javascript but will work in a C# project as well. As always, if anyone translates it to C# I’d be glad to include it on the site.

Romano @notquitebw

Changing Gears

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Recent concept art for one of the game’s puzzles.

As a two-man gamedev team we often find ourselves bombarded with vastly different kinds of work. Between us we’re coding, animating, designing, script-writing, marketing, music-ing, sound mixing, businessing, tea-making and constantly tweeting about all of it… In the run up to our kickstarter for This is No Time for Games, we’re job-hopping more than usual and it can be knackering.

Switching gears from coding to script and puzzle writing, it can take a few days or sometimes as much as a week to get up to speed. It can be easy to forget why you’ve done something a certain way when there’s so much going on and sometimes the time spent switching from one job to the other is just rediscovering what you learned the last time.

When it comes to returning to coding after a break I frequently find myself thinking “Who the hell wrote this?” in either an impressed, confused or slightly scared way. I have an instruction manual for our engine (called NiCE: Nicola’s Cage Engine) in which I try to detail all the most forgettable aspects of how to use the engine. Usually the kinds of fiddly little things that break the entire game. I use Google Docs and a bunch of links inside it to keep it together:

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When it comes to keeping a track of the story, last night I made up a little spreadsheet like this (the data in this one is made up and is nothing to do with our game, which has a female protagonist and a host of complex characters):

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The hope is that this will give us a good overview of everyone so that if we have to change something in the story or the puzzles we can ensure it keeps in line with what we originally intended for those characters.

And when it all gets too much… just write a blog post. Feels like real work - is not real work.

(I didn’t really mention the work gearing up for the Kickstarter, coming up with rewards, making a video etc… if you want to be the first to get access to early backer rewards when it launches join our mailing list. Also friend us on Facebook and follow us on Twitter.)

Romano

Testing our super high-tech motion capture camera today. Mano was gutted he didn’t have to wear a Lycra bodysuit with ping pong balls attached to it.

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