søndag 11. mai 2008

tirsdag 6. mai 2008

May update

Ok, here are a couple of screens.

First, the latest and final version of the Witch's hut interior.

Then, there's the witch herself, pouting.

In addition to these images I've made a new graphic user interface (that I might publish later).
I am not sure that I'm satisfied with how it turned out. I might need to work on some details before I publish it. Further, I've made sketches of most of the inventory items. These turned out pretty well, but they're in green ink on writing paper with lines, so I will have to redraw them not matter what.

mandag 21. april 2008


Two areas need be redone from scratch: One, the protagonist sprite is too small. Further, it has received somee criticism on the AGS forums for being less than charismatic and for clashing with the backgrounds. I've opted to draw her by hand in stead of pixel by pixel, in a bigger scale, to make her more flexible and usable. So far a front view has been finished, sort of. The GUI will also be drawn by hand and scanned. The second thing that needs be changed, also due to constructive criticism on the forums, is the shading style and colour saturation of the backgrounds. There's an example in this thread of how this could be improved, and I will try to recreate this, when I can get my head round the Photoshop subtleties.
Images will be posted shortly.

mandag 14. april 2008

First update

Here's the Witch's hut, coloured in Photoshop, featuring the verb coin GUI and the protagonist, the yet-unnamed apprentice witch. The hut belongs to her teacher.
I had to restart the project from scratch, due to some problems with the GUI. These problems seem to have returned, though, so I'll need some assistance from the AGS forums.
This image will also be posted at the C & C section of said forums. If I can get my head round how to post images there.

onsdag 9. april 2008


Pencil drawing of Witch Mentor's hut and Witch's dingy apartment, pencil drawing - coloured with Photoshop (click images for bigger size).


Witch Quest (working title) Production Diary

This blog has been created in order to keep anyone that might be interested up to date on the progress of my AGS-based adventure game Witch Quest.

The production of this game is purely a hobby. If it starts resembling work, or takes on any other life-destroying characteristics, production will be discontinued. At the moment I'm doing everything myself, that is I design, draw and animate all of the sprites, I draw all of the backgrounds, I write all the music and I (will) do all of the scripting. The latter part is something that I'd like to outsource at some point in the future, since it is not, nor is it likely to become, my area of expertice. Fortunately, the AGS community is full of talented and helpful people, some of which might be interested in contacting me. That remains to be seen, however, and depends on how much I will be able to do on my own.

My progress so far:
-The graphic style and overall idea of the game is pretty much in place.
-The storyline has an overall idea, but only the first part exists in any significant detail.
-Puzzles are integral to the story, I believe. Hence, I have only developed puzzles for the first part of the game, and even those are only 50% finished.
-The first part of the game will contain about 20 rooms (including a map screen).
-Seven rooms are thumbnail sketches,
-Two rooms are finished drawings (pencil on paper).
-One room has been scanned and coloured with Photoshop.
-The remainder exist in my head only.
-The main sprite has been designed and one walk cycle (left) has been animated. When this is perfected I will make the other three (eight are too much work) + talking and other animations.
-Other characters are developed but have not yet been designed to perfection. Or "perfection".

Pictures will be posted shortly.

I will not give away much of the storyline to anyone not involved in the project. I don't want to publish the background story for the game, since I intend the game to start in medias res, with the background becoming apparent as the game progresses. It's nothing revolutionary, though.