Enigmatis 3: The Shadow of Karkhala is the final chapter in the blockbuster trilogy, an exciting detective story rife with adventure, puzzles, and ancient mystery. Follow the trail of a demonic preacher and unravel the secrets of Karkhala Peak!
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Data lansării:
11 aug., 2016
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19 martie

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
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1 martie

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/
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Despre acest joc

What secrets does the ancient monastery hold, high on its snow-covered mountain slope? What has brought the demonic Preacher here, and can anyone stop him now that he is more powerful than ever?

Play the enthralling hidden object puzzle adventure game from the creators of Grim Legends!

Enigmatis 3: The Shadow of Karkhala is the final chapter in the blockbuster trilogy: an exciting detective story rife with adventure, puzzles, and ancient mystery.

The ultimate hidden object adventure begins!

The demonic preacher has escaped to the remotest mountains in pursuit of a grim secret that could give him ultimate power. He has already eluded the investigation of the protagonist detective and her partner Hamilton twice: once in Maple Creek, and again in Ravenwood. It’s no mystery that this time it’s personal.

43 hand-drawn locations full of HO scenes!

After returning to Maple Creek and uncovering new evidence about the preacher’s enigmatic plan, the two detectives set out in search of a centuries-old monastery hidden high in the breathtaking mountains where the immortal preacher’s lifelong quest for world domination could finally meet its sinister end.

Exciting 25 mini games and puzzles set in the Karakorum Mountains!

What is hiding in the ancient monastery that clings to upper reaches of the snow-covered mountain? What nightmarish secret is the preacher looking for there?

Fantastic detective story rich in eerie mysteries!


Drawn into this ancient struggle between the forces of light and darkness, the detective must defeat the ominous preacher at any cost. Will they even be able to stop him now that he’s more powerful than ever before?

More mini games and puzzles in the bonus adventure!

Play the Blood on the Snow prequel to the main game for more storylines and even more mysteries and hidden object scenes!

Features

  • The ultimate hidden object adventure begins!
  • 43 hand drawn locations full of Ho scenes!
  • Exciting 25 mini games and puzzles set in Karakorum Mountains!
  • Fantastic detective story rich in eerie mysteries!
  • More mini games and puzzles in bonus adventure!

Cerinţe de sistem

Windows
Mac OS X
SteamOS + Linux
    Minim:
    • SO: Windows XP, Windows Vista, Windows 7, Windows 8, Windows 10
    • Procesor: 2 GHz
    • Memorie: 1 GB RAM
    • Grafică: 256 MB VRAM
    • DirectX: Versiune 9.0b
    • Stocare: 3 GB spațiu disponibil
    Recomandat:
    • SO: Windows XP, Windows Vista, Windows 7, Windows 8, Windows 10
    • Procesor: 2.5 GHz
    • Memorie: 1 GB RAM
    • Grafică: 512 MB VRAM
    • DirectX: Versiune 9.0b
    • Stocare: 3 GB spațiu disponibil
    Minim:
    • SO: 10.6.8
    • Procesor: 2 GHz
    • Memorie: 512 GB RAM
    • Grafică: 256 MB VRAM
    • Stocare: 3 GB spațiu disponibil
    Recomandat:
    • SO: 10.6.8
    • Procesor: 2.5 GHz
    • Memorie: 1 GB RAM
    • Grafică: 512 MB VRAM
    • Stocare: 3 GB spațiu disponibil
    Minim:
    • SO: Ubuntu 12.04 (32/64bit)
    • Procesor: 2 GHz
    • Memorie: 1 GB RAM
    • Grafică: 256 MB VRAM
    • Stocare: 3 GB spațiu disponibil
    Recomandat:
    • SO: Ubuntu 12.04 (32/64bit)
    • Procesor: 2.5 GHz
    • Memorie: 1 GB RAM
    • Grafică: 512 MB VRAM
    • Stocare: 3 GB spațiu disponibil

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