An Avalanche of Done-ness
July 10, 2015
The first Sleuthhounds game, The Unlocked Room released back in March (2015 for those reading from the future, hope you finally got your jetpacks). Since that time my focus has been almost entirely on the second Sleuthhounds game, The Cursed Cannon. Those who have been following the blog know that the second game has been patched together with temporary, placeholder art. Placeholder art that has hung around for nearly four months. Now…things are changing.
The great thing about placeholder art is that you can create and integrate it into a game very quickly. Nearly all games depend on their visuals to tie them together. You have to see what you’re playing to actually play it. Getting something visual up as soon as possible makes the rest of development much, much easier.
The downside to placeholder art is that it makes the game seem much less “done” than it actually is, which is rather psychologically demoralizing. I’ve been doing a LOT of work on the game since March but most of it has been on the writing and programming side of things. So I’ve been playing through the game with those same rough visuals and missing animations and incomplete user interface elements for nearly four months. While the game has been getting technically more mature it has not been maturing visually.
Until now.
![[The crater was made more close up to better show the characters and animations.]](images/sleuthhoundssmall203.jpg)
The crater was made more close up to better show the characters and animations.
Click to view larger.
The past three to four weeks I’ve been focused on tuning up the visuals. I’ve been creating animations. I’ve been finalizing backgrounds. And just this week (yesterday, actually) I’ve started importing those visuals into the game. A much needed facelift and one that elevates the project from being a mere prototype to something that actually looks, plays, and feels like a game.
So if the look of the game is so important and so energizing, why, you may well ask, did I wait so long to turn my attention to it?
The answer is simple: story. Story and design.
![[The titular cannon had a series of lights added to it, the crowd was moved, and a balcony, ladder, and loading lift were added to its side.]](images/sleuthhoundssmall202.jpg)
The titular cannon had a series of lights added to it, the crowd was moved, and a balcony, ladder, and loading lift were added to its side.
Click to view larger.
Ok, so maybe I simplified that too much. As I mentioned in last week’s blog on the style of Sleuthhounds creatingfinished artwork can be very time consuming. Especially if that artwork requires changes. The story of The Cursed Cannon has undergone a lot of changes since the beginning of the project that would have necessitated significant alterations to any “finished” artwork I had created earlier. For example:
- Based on playtesting feedback I replaced one new game mechanic, the much blogged about Sleuthhounds Storyboard, with a different mechanic, the Sleuthhounds Timeline. That required a change to the game interface, which in turn requires different user interface elements be created.
- After evaluating the gameplay as a whole, the middle of the game seemed a little puzzle light, especially after the above mentioned game mechanic change. So I altered a couple existing puzzles and incorporated a couple new puzzles. These required different sprites, animations, and, in one case, a different background from what I had intended before. Easy enough to do in rough, but much, much harder, had I already created the final art.
- Playing through the game over and over also showed several problems with the layout of the rough backgrounds I was using. Walkable paths weren’t always visible. The placement of items and characters sometimes caused for awkward interactions, a whole host of small but important details that only shook out after I’d been working with the rough visuals for a while.
- I fleshed out a few characters and story threads, which required additional visuals to be created and some existing ones to be changed or even discarded.
This all goes back to one of my philosophies of development and design. Anything of sufficient complexity to require a design is also of sufficient complexity that it can’t realistically be designed from first principles. You need to jump into the project and get your hands dirty with it. That’s how you explore the “problem space,” where you find all the little gotchas that wouldn’t be apparent from just thinking through a design.
Had I started work on the final visuals from day one based on what I’d designed, I’d now either be trapped with visuals that don’t work from a story or gameplay perspective or else be facing a mountain of visual revisions that would add even more time onto the development of the game than would otherwise be the case.
Sleuthhounds: The Cursed Cannon draws ever closer to a release. Although it took several weeks to create the visuals, incorporating them has been going quickly. So much so that it’s like flipping a light switch. It’s fantastic that the actually looks like a game now!
Previous: Sleuthhounds with Style | Next: After a Game Engine, You Can Program Anything
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04: Rolling Some Animations
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07: Speaking and Moving
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03: Reputable Script Organization
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06: A Grab Bag of Stuff
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06: Look to Look
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07: Hamsterdam Exchange: Revisited
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01: Try Your Luck...Or Not
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06: The Sky Deck: Almost but Not Quite There
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07: The New Year is No Time for Lounging About
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December
03: Bridging the Gap
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01: One Man's Treasure...
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03: Rudder Way to Go
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06: The Illusion of Depth
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02: Streamlining Stairways for Players
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07: States, Saves, and Simplifying Testing
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02: Safety Features
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05: When You Gotta Go
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05: The Dining Room: Last of the Big Three
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01: Boxing Day Sale at Sea
2020
December
04: You Gotta Have a Library
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06: Pipes and Problems
October
02: A Sleuthhounds Message
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25: It's a Room Sandwich
18: Writer's Room
11: Souvenirs at Sea
04: Cruise Cartography
August
28: Chocolate Shop, Er, Passenger Cabin
21: Place Your Wagers at the Pirate’s Chest Casino
14: Sometimes You Just Gotta Stop and Admire a Sunset
07: The Cruise Casino for Fun and Profit
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31: Keep Fit and Have Fun
24: Even More Doors
17: Doors, Doors, and More Doors
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03: Captain Windwhistler, to the Bridge
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26: Doctor Seymour, to the Infirmary
19: Bilge is a Funny Word
12: There's No Money Laundering Here
05: A Pirate I was Meant To Be
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29: You Gotta Have a Brig
22: Boring Backgrounds for the Staff
15: Theatre from on High
08: Theatre Crowding
01: In the Pool Any Time of the Day
April
24: The Crew Have to Sleep Too
17: Spring Time, Flowers Time
10: Cleaning Staff
03: Two Worlds
March
27: Kitchens, Spared No Expense
20: Cabins Day and Night
13: An Art Tour at Sea
06: The Pirate's Chest
February
28: Room with a View
21: Lock Picking Refined
07: The Gigantic Joanna
January
31: Updating the Safe
24: Interview Screenies
17: Burning Down Assets
10: Full Speed Ahead on Asset Creation
2019
December
20: Christmas Sale and Mini Mysteries
06: Generic Character Interactions
November
29: Locking the Gates - Preventing Characters from Wandering Amok
22: Side Quests Complete
15: Achievements to Prompt Replays
08: Interviews and Interludes
October
25: Halloween Sale and Mini Mysteries 2019
18: Fountains and Fortunes
11: Shifting the Blame Game
04: Streamlining the Audio Workflow
September
27: Hamsterdam Exchange
20: Streamline the Interface, Lower Production Time
13: Linking Ideas like a Golden Necklace
06: Beware of Geeks Bearing Gifts
August
16: Extra, Extra! Read All About the Extras!
09: Dressings of Fruits and Veggies
02: Sidling into Side Quests
July
26: Working on Workouts
19: How to Draw Cartoon Marble
12: AppCredits() = The End
05: Getting the Ending Right
June
28: The Problem with Balconies
21: Return of the Summer Sale and Mini Mysteries
14: The First Ending
07: Rewrites and Recodes
May
31: Choice and Consequence
24: Doctor Seymour Colourization
17: Sneaky, Sneaky
10: Play Time
03: Things to Do in Acts 1 to 3
April
26: The Changing Nature of Estimates
19: Escaping the Balcony (A Goldilocks Puzzle)
12: Facts more Fun than Fiction
05: Ramping Up Difficulty in an Adventure
March
29: Evolution of a Scene
22: Characters: Sources of Problems and Solutions
15: The Act 3 Countdown
08: Ducts, Why Did it Have to be Ducts?
01: Cheating in the Name of Narrative
February
22: Meet the Suspects - Edward Noble
15: Meet the Suspects - Doctor Michelle Seymour
08: Flashback Investigation
01: Milestone: Act 2 Done-ish
January
25: Letting the Player Fail
18: Meet the Suspects - Tobias Rotterdam
11: Adding another Layer to Note Reassembly
04: Meet the Suspects - Craig Holdfast
2018
December
28: New Free Games Section
21: Meet the Suspects - Carlotta Travail
19: Christmas Sale and Mini Mysteries
14: From Body Language to Sleuthhounds
07: Ludum Dare 43 - Body Language
November
30: Meet the Suspects - Carmichael Portly
23: Meet the Suspects - Marion Wood
16: Finding Focus
09: Safe Cracking
02: Meet the Suspects - Captain Warwick Windwhistler
October
25: Halloween Sale and Mini Mysteries
19: Meet the Suspects - Sir Reginald Price
12: Meet the Suspects - Joanna Price
05: Revising Rough Drafts
September
28: Light in the Dark
21: Animation Improvements - Realized
14: Animation Improvements - Design
07: Fainter and Fainter
August
31: A Splash of Colour
24: Paging Doctor Homes
17: Talking of Alternatives
10: Costume Party
03: Lock Picking
July
27: Act 2 from On High
20: Disruptive Director
13: Rolling, Rolling, Rolling
06: NPC Biographies
June
29: Design - Stepping Sideways to Move Forward
19: Summer Sale and Mini Mysteries
15: Mini Mysteries on the Way
01: Walk the Walk
May
25: Windows 10 Pen Woes, Part 2
18: Windows 10 Pen Woes, Part 1
11: SeaLeft FAQ
04: Milestone: Act I Done-ish
April
27: Saves, the Bookmarks of Games
20: NPCs Doing Their Own Thing
13: Homes and Ampson Together and Apart
06: Dialog as Interesting Gameplay, Take 3
March
30: Dialog as Interesting Gameplay, Take 2
23: Dialog as Interesting Gameplay, Take 1
16: Dialog: The Problem
09: Iterating on the Dining Room
02: Refining with Index Cards
February
23: Refining with Puzzle Dependency Charts
16: Refining Practically
09: Sleuthhounds Valentine's Sale
02: Refining Geographically
January
26: Feature Length Design Challenge
12: The New Sleuthhounds Cast
05: New Year, New Direction
2017
December
29: Distorting Voices - Muffled Neighbours
22: Merry Christmas, 2017
18: Announcing: Sleuthhounds - The Yuletide Tail
15: Sleuthhounds Holiday Sale
08: Distorting Voices - Old Time Phonograph
01: The Yuletide Tail Trailer
November
24: Yuletide comes Early
17: Christmas Countdown
10: Short Story Published: Rites and Responsibilities
03: The Halloween Deception - Post Mortem, Part 2
October
27: The Halloween Deception - Post Mortem, Part 1
20: On Sale: The Halloween Deception
13: Adding Depth to Drawers
06: Through the Doorway
September
29: Teamwork
22: Animating in the Rain
15: Let is Snow! Let it Snow!
08: NaNoWriMoPla 2017
01: Record Your Own Line
August
25: Sleuthhounds History
18: Sleuthhounds Series Summer Sale
11: Time for a Timeline
04: Save and Load: A Developer Tool
July
28: The Cast of Robyn HUD: The Guard(s)
21: HUD Hacking v2.0
14: Intro Revisions
07: Sounds Like Wood
June
30: Blending up a Table Saw
23: Moving Ideas Forward
16: Windows Were Meant to be Resized
09: Blueprints from Buildings
02: Expanded Scenes
May
26: Artifical Intelligence: Robyn
19: HUD Hacking
12: Robyn's Wheels
05: Deleted Scenes
April
28: The Cast of Robyn HUD: Robyn
21: Lights, Camera, Action: The Intro Scene
14: The Cast of Robyn HUD: Arthur
07: Adventures in Facial Capture: Using Kinect Data (Part 1)
March
31: Stairway to Gaming
24: The Sleuthhounds Effect
17: Cops Have Vans
10: Mini Models for Detail
03: Storylines in Twine
February
24: Planning a Game Narrative
17: Evolution of a Level: Texture
10: The Valentine's Vendetta Trailer
03: Robyn HUD: The Face
January
27: Robyn HUD: The Body
20: Robyn HUD: Start of Production
13: Evolution of a Level: Form
06: Countdown to Christmas Sleuthhounds has Begun
2016
December
23: Sleuthhounds of Christmas Yet to Come
16: Accessibility for Younger Audiences
09: Reality's Not All It's Cracked Up to Be
02: A Good Heist Requires a Good Plan
November
25: Artifical Intelligence: Guards
18: Artifical Intelligence: Bystanders
11: Unconventional Design Tools for Robyn HUD
04: Brainstorming
October
31: Announcing: Sleuthhounds - The Halloween Deception
28: Coming Soon: Sleuthhounds - The Halloween Deception
21: Nice to Haves, the Final Polish
14: The Halloween Deadline
07: Halloween Countdown
September
30: Cutting through Cutscenes
23: Life of the Party
16: What's in a Name?
09: Halloween End to End
02: Ludum Dare 36: Amelia Deerhart and the Elemental Temple
August
26: Crowd Considerations
19: Interaction Density
12: Puzzle Wrangling
05: Sleuthhounds, Top Priority
July
29: Adding 3D to a 2D Game
22: Does an Idea Have Legs?
15: Adventures in Motion Capture: Using Kinect Data (Part 3)
08: Adventures in Motion Capture: Using Kinect Data (Part 2)
01: Adventures in Motion Capture: Using Kinect Data (Part 1)
June
24: Sleuthhounds Animations? Check, Check, Not Check
17: Retro Tech: Quake 3 Light Volumes
10: Adventures in Motion Capture: The Hardware
03: Interactive Cutscenes: Adding Depth and Responsiveness
May
27: From Stealth to Robyn HUD
20: Sneaking into Stealth
13: Storytelling in Computer Games (Part 2 - Looking Forward)
06: Storytelling in Computer Games (Part 1 - Looking Back)
April
29: Walking Away from Windows 10
22: Code Name: Stealth
15: Using Game Tech Creatively
08: Game Accessibility: Visual Sound
01: Walking for Ideas and Creativity
March
25: Game Dev: Unintended Sophistication
18: A Sleuthhounds Trick or Treat in March?
11: Game Design: Success through Failure
04: Critical Equipment in Critical Condition
February
26: Semispheres - Support Your Local Game Dev
19: Post Project Completion Syndrome
14: Announcing: Sleuthhounds - The Valentine's Vendetta
12: Coming Soon: Sleuthhounds - The Valentine's Vendetta
05: Sleuthhounds Production Update - Implementing Two Characters
January
29: Sleuthhounds Production Update - Designing for Two Characters
22: So You Want to Make a Computer Game: The Path Leads On
15: How to Animate When You Don't Know How to Animate
08: So You Want to Make a Computer Game: Deploying
01: State of the Union, 2016
2015
December
25: So You Want to Make a Computer Game: Sound and Music
18: Ludum Dare 34: Rise of the Weeds
11: So You Want to Make a Computer Game: The Critical Path
04: An Hour of Code for Ludum Dare
November
27: So You Want to Make a Computer Game: Custom Artwork
20: Obfuscating NaNoWriMo Manuscripts
13: So You Want to Make a Computer Game: Inventory Items
06: Satin and Sutherland Return for NaNoWriMo
04: Announcing: Sleuthhounds - The Cursed Cannon
October
30: So You Want to Make a Computer Game: Interactivity
23: Coming Soon: Sleuthhounds - The Cursed Cannon
16: So You Want to Make a Computer Game: The Virtual World
09: NaNoWriMo Prelude: Be Creative
02: So You Want to Make a Computer Game: The Artwork
September
25: More Evolving: Tweaking the Sleuthhounds Timeline
18: So You Want to Make a Computer Game: The First Step
11: Sleuthhounds: The Cursed Cannon - It's the Final Countdown
04: Vampire Bites (Ludum Dare 33 Redux)
August
28: Ludum Dare 33: You are the Monster
21: Game Performance: It's the Software's Fault
14: Short Story Published: Where There's Thunder
07: Game Performance: It's the Hardware's Fault
July
31: CMYW - Support Your Local Game Dev
24: Is it Still Scope Creep if you Plan for It?
17: After a Game Engine, You Can Program Anything
10: An Avalanche of Done-ness
03: Sleuthhounds with Style
June
26: Sources of Gameplay - Assets Versus Emergent Behavior
19: Benefit of Writing Comics: Humour or Humor
12: Evolving: Reimagining the Sleuthhounds Story Board as a Timeline
05: Evaluating: Play Testing the Sleuthhounds Story Board
May
29: Magic and Public Speaking
22: Implementation: Realizing the Sleuthhounds Story Board
15: Benefit of Writing Comics: Pacey Dialog
08: eBook Publishers: Final Comparison
01: Design: Brainstorming the Sleuthhounds Story Board
April
24: Analysis: Dialog Trees in Adventure Games
17: Benefit of Writing Comics: Writing Tight
10: eBook Publishers: Apple
03: Sleuthhounds Production Update - The Critical Path, Designing from the End
March
27: Sleuthhounds Production Update - Games Have Rough Drafts Too
20: Benefit of Writing Comics: Long-term Story Planning
13: eBook Publishers: Google
06: Announcing: Sleuthhounds - The Unlocked Room
February
27: Coming Soon: Sleuthhounds - The Unlocked Room (The First Game Demo)
20: Benefit of Writing Comics: Character Growth
13: eBook Publishers: Kobo
06: From Case Files to Sleuthhounds: Evolution of a Computer Game
January
30: Deadlines and the Estimates that Make Them (OR Why the Sleuthhounds Demo isn't Ready)
23: Adventures in Canadian ISBNs
16: Benefits of Writing Comics: Releasing Material
09: eBook Publishers: Amazon
02: New Year's Resolutions: Making Time
2014
December
26: Quack V – The Unwrapped Present
19: Benefit of Writing Comics: Constant, Regular Practice
12: What’s next? Elementary, my dear Ampson. Sleuthhounds!
05: Announcing: Satin & Sutherland – The Golden Curse
November
28: Coming Soon: Satin & Sutherland – The Golden Curse
21: Enter the Cubes
14: Covers, Judging By
07: Hello, World!