Save your missing friend and reveal the corruption of the town’s citizens to stop an evil plot to bring the evil Snake God back to our world.
All Reviews:
Very Positive (394) - 89% of the 394 user reviews for this game are positive.
Release Date:
Jul 18, 2013
Developer:
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March 19

Creating dialogues in Irony Curtain



Irony Curtain: From Matryoshka with Love is a game full of different characters talking to each other. In fact, some puzzles can be solved only by choosing the right dialogue option. That’s why in today’s episode of Behind the Irony Curtain we’d like to tell you more about the process of creating dialogues in our game.

Writing dialogues is just the beginning of the process. There are over 5471 lines of text in Irony Curtain and every one of them needs to be properly inserted into the game, to make sure all characters say exactly what Game Designer wants, in the exact time and place.



Here’s how it looks in Irony Curtain:

1. Every game character usually has more than one dialogue line. One of the ways to operate it is to use logical TRUE/FALSE flags. These flags helps us determine the state of knowledge of a specific character or whether an event of which the character speaks has already taken place.

2. Each dialogue is built in the editor as a separate “tree” consisting of successive “nodes” connected with each other by lines defining the order in which the dialogue of the character appears.

3. To be honest, “writing” dialogues is just filling the form fields. It looks more or less like this:

  • Create a new dialogue in the editor and give it a name. Then inform Level Designer about the circumstances in which it should be launched (eg. when Evans checks on the Prisoner);
  • Create the first Node (a red dot on the editor screen) and enter the necessary information (into the form on the right side of the screen):



    1. Who is talking
    2. The Dialogue text (or several dialogues if they should be drawn)
    3. (Optional) The Dialogue text when repeating the talk
    4. (Optional) If the dialogue happens not on the location but on zoom – whose head and on which side should it be displayed
    5. (Optional) Text display time (it’s useful when testing the game without recorded Voice Overs which determine the text display time in the finished game)
    6. Where the text should appear on the screen (e.g. over the character or over the radio speaker)
    7. (Optional) Actions to be made before or after the dialogue (e.g. acquiring an item or activating a logic flag “character X already knows about Y")

  • Create another dialogue node and fill it in
  • Connect the first node with the second one
  • Rinse & Repeat ;)

4. After creating the entire “tree” for all the dialogues we generate so-called “keys”. Keys consist of the location number, dialogue name, text position in the tree and the first letter specifying the character.



5. Thanks to this we can assign a specific Key to a Node, and not just the text. All texts with Keys can be saved to a shared Excel sheet with different languages. As a result, the different language versions of the game have the appropriate dialogues.



That is all in this episode of Behind the Irony Curtain. We hope you enjoyed it and don't forget to add Irony Curtain to wishlist!

https://store.steampowered.com/app/866190/Irony_Curtain_From_Matryoshka_with_Love
1 comments Read more

March 1

The making of stop-motion animation in Irony Curtain



Comrades!

Today we’d like to introduce you to our process of making a stop-motion animation. In one of the previous updates, we’ve explained what stop-motion animation is and why are we using it in our game.


This is how we prepare each asset:

1. The whole process starts with the Game Designer. They prepare a documentation with all animations needed for the specific part of the game. There are several types of animations for example: idle animation, talking, specific animation for beginning or end of the conversation and custom animation.



2. Then the animator prepares everything that was requested in the specification in an animation software (we use Toon Boom Harmony for that). First comes the rough sketch, then the more detailed lineart and some colors and shadows at the end.







3. When the animation is ready, the animator exports each frame as a separate file. Our animations have usually 80 frames on average, so it’s a lot of files to export! Those files are put into our inhouse tool that does all the magic – cropps them, sets the frame’s size and creates a file that manages animating all the cropped images.

4. Now it’s time for the Level Designer. They use the graph you see below (a kind of a state diagram) to control which animation should be used in which state (e.g., idle or end of the conversation) by referencing the files generated during step 3.



And that's all! Don't forget to add Irony Curtain to wishlist to stay updated!

https://store.steampowered.com/app/866190/Irony_Curtain_From_Matryoshka_with_Love/
6 comments Read more

About This Game

9 Clues: The Secret of Serpent Creek is an original hidden-object puzzle-adventure game, featuring a totally unique Detective Mode. This thrilling mystery merges elements of classical horror and gritty, 50’s-style noir.
A paranormal private investigator is contacted by her friend, famous reporter Helen Hunter, whose voice sounds small and terrified in the voicemail. She is in the coastal town of Serpent Creek, and needs help immediately.
But upon arriving in Serpent Creek, the detective finds no trace of Ms. Hunter.
Weirder still is the fact the town’s streets are crawling with snakes, and the citizens seem to be sleepwalking through life. The ground shakes with violent tremors.
When investigating Serpent Creek, the detective will perform true investigative work: finding clues and combining them to learn the secrets of every crime scene in the all new Detective Mode!

Features

  • Unique Detective Mode gameplay
  • Eerie, realistic settings
  • Mysterious crime story set in 1950’s America
  • Challenging mini-games
  • Complex characters with real motivations
  • Detective’s Journal that includes current tasks and character index
  • Unique locations
  • Breathtaking plot full of unexpected twists

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP, Windows Vista, Windows 7, Windows 8
    • Processor: 1.5 GHz
    • Memory: 512 MB RAM
    • Graphics: 128 MB VRAM
    • DirectX: Version 9.0
    • Storage: 1 GB available space
    Recommended:
    • OS: Windows XP, Windows Vista, Windows 7, Windows 8
    • Processor: 2 GHz
    • Memory: 1 GB RAM
    • Graphics: 256 MB VRAM
    • DirectX: Version 9.0
    • Storage: 1 GB available space
    Minimum:
    • OS: 10.6.8
    • Processor: 1.5 GHz
    • Memory: 512 MB RAM
    • Graphics: 128 MB VRAM
    • Storage: 1 GB available space
    Recommended:
    • OS: 10.6.8
    • Processor: 2 GHz
    • Memory: 1 GB RAM
    • Graphics: 256 MB VRAM
    • Storage: 1 GB available space
    Minimum:
    • OS: Ubuntu 12.04 (32/64bit)
    • Processor: 1.5 GHz
    • Memory: 512 MB RAM
    • Graphics: 128 MB VRAM
    • Storage: 1 GB available space
    Recommended:
    • OS: Ubuntu 12.04 (32/64bit)
    • Processor: 2 GHz
    • Memory: 1 GB RAM
    • Graphics: 256 MB VRAM
    • Storage: 1 GB available space

What Curators Say

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