Today I have another video for you about the state of development. Enjoy.
The remaining talking animations and the map are finished - lightmaps, too. The new main menue needs little adjustments with the options. Saving and loading will be testet this weekend. Some indoor scenes and details has to be drawn and after this the dialogs and quests can be added one by one.
Additionally the blog will be provided as RSS fedd from now on under the following link: http://magiccauldron.de/blog.xml
Today I have another video for you about the graphic creation. But this time it is about the ingame items of the adventure.
The Tavern had to be drawn, too. A couple of scenes are missing, but not many are left to do.
I added multiple choise dialogues including graphics (see Instagram posting ).
The game could be released in 2018. This fall the new kickstarter campaign will help me to finish the game. I can draw anything by myself, but I am no musician and I need some voice talents for a talkie version. It all depends on your help.
Additionally I created a new website for Nelson. I am curious about your feedback.
The little cemetry in the woods is now part of the Visionaire Studio project. I had to make three of the gravestones smaller and had to add some detail.
Here you will see the drawing of the cemetry for the point & click adventure as a time lapse video. You can watch my steps od procedure in less than three minutes. I might add some detail at later. By weekend I should have the scene working in Visionaire Studio, so that Nelson can walk in it.
Today I will like to show the progress in the development. I added the interface (picture 1), which is a not the final status. The pumpkin will show the menu, the map is for fast traveling and the cauldron will turn on/off the inventory. You will be able to travel to any place of the map (picture 2), as long as the story will let you. The windmill (picture 3) is now animated. I will show this in one of the next gameplay videos.
Here is the first version of "Nelson and the Magic Cauldron" with Visionaire Studio. I was surprised, how fast the development with this software is. But there is still a lot of work to do. For example the missing talking animations fpr the NPCs and Nelson is still walking to the side.
I created a lot of sketches for scenes the last days. They will be hopefully colorized this weekend. The main graphics for the game will be finished and I am able to start the construction of the game. Despite all the tests and prototypes, Nelson will be a classic point & click adventure game with a lot of humor.
A short test of Nelson and the animation. Could this work as a platfomer game? A Alpha Prototype in Unity is completed and even the parallax scrolling is working fine. We will see.
The second speed painting is finished. Nelson needs a magic cauldron, but the result will be redone by myself in comic style.
I was inspired by the Krita Tutorial of GDQuest for my first speed painting (without sound) of a magic potion. This drawing took one hour of time. I am not sure, if I will use the graphic in the game, because it is in comic style.
This weekend I had some time to create some scetches for the new location "the cemetry" and a carriage, which will be placed in another scene. All scetches will be coloured in a couple of days.
Additionally, I need to create a couple of new characters and animations for the existing scenes in the game. This will be a lot of work for the next month.
The development of "Nelson and the Magic Cauldron" has been started. This week the running animation of Nelson has been completely renewed. With the new version of the Adventure Creator all previous scenes were recreated. In addition, there is now a map of the world of Nelson. More information will follow shortly in this dev blog.