Hint System 2.0
April 5, 2024
I’ve been promising it for the past couple of months and now, finally, here it is. A post on the changes to the in-game hint system for Sleuthhounds: Cruise. Yay, hurray! Read More
Flashing Back in Time
March 8, 2024
Yep. Missed the blog release date by a week. Again. Between the delayed February post, the shorter month, March starting on a Friday, and just a bunch of stuff, I lost track of all time and space and candy bars. While it may not be possible for me to go back in time to rectify the situation, that’s almost exactly what the Sleuthhounds are up to in this month’s blog post (despite my previously saying that I’d be covering the revised walkthrough system because, frankly, this month’s topic is more fun). Read More
Inventory, Inventory Everywhere
February 9, 2024
Shock, horror! I missed a blog post week. Apologies, all. But now I’m back and kickin’ butt. Or inventory. Read More
Sleuthhounds Year Seven, Will it be the Last?
January 5, 2024
Happy New Year, everyone! The clock has ticked over, the calendar page has turned, and here we are in 2024. And so is development of Sleuthhounds: Cruise. This is the start of the seventh year of development on the game. Before writing this post, I took a look at the one from last year to see how I faired. Read More
Climbing the Rungs
December 1, 2023
Work continues on the in-game hint system for Sleuthhounds: Cruise. One of the side effects of this is that it also brings to the fore working on the different difficulty settings for the game. For the earlier installements in the Sleuthhounds series the games have included three difficulty levels. For this game, I’ve opted to go with only two. Given the length of the game, I figured players likely wouldn’t do all three difficulty settings individually. Read More