The Sleuthhounds Effect
March 24, 2017
In recent weeks I’ve mostly been posting about the development of the Robyn HUD computer game. However, it’s not the only game I have in development. On the side, I’ve also been putting about ten hours a week into the upcoming Sleuthhounds Christmas holiday adventure. Working on both games at the same time has really brought home the production advantages of building on previous work.
When I started on the first Sleuthhounds game, The Unlocked Room (available for free right on this site if you haven’t tried it yet), I spent over two months developing the basic technology needed to make the game work. Seemingly simple things like being able to make characters walk from one place to another, pick up items, or talk to one another all had to be sorted out. At the same time, I was also developing various external tools and processes to simplify the creation of the visual and audio game assets and to incorporate them into the game proper.
![[Two items moving at once in The Unlocked Room. The mind boggles.]](images/sleuthhoundseffect01.jpg)
Two items moving at once in The Unlocked Room. The mind boggles.
A great deal of effort went into the technical development of The Unlocked Room. By the time I finished work on that game, I knew the system I had developed was capable of more than what I was using it for. After all, from a technical standpoint the most complex scene in The Unlocked Room is where the character Pureluck Homes has to lower a makeshift periscope at the same time that a ladder he bumped with said periscope drops down from a room above.
![[Characters and chains and sound effects and platforms, all moving in perfect harmony in The Cursed Cannon.]](images/sleuthhoundseffect02.jpg)
Characters and chains and sound effects and platforms, all moving in perfect harmony in The Cursed Cannon.
With the second Sleuthhounds game, The Cursed Cannon (also available for free), I really wanted to push the playing experience. The Unlocked Room had intentionally been designed to keep things simple. The Cursed Cannon built upon that foundation and really upped the ante in terms of the complexity of the scenes presented in the game. The masterpiece was a complex puzzle where the character Jane Ampson had to oil a squeaky pulley wheel that was out of her reach in order to silence an elevator to allow her to slip by a police officer. This involved the simultaneous coordination of multiple characters, other animated items, and various sound effects.
![[Falling from the sky in The Cursed Cannon.]](images/sleuthhoundseffect03.jpg)
Falling from the sky in The Cursed Cannon.
The Cursed Cannon also pushed the animation side of things for the game with far more complex animations than I would have even allowed myself to consider for The Unlocked Room. From characters tied together, skooching along the floor, to a giant cannon firing ridable “bullets” at the moon, to characters falling from the sky, I really pushed myself on what I could animate.
![[Working together to reach new heights in The Valentine's Vendetta.]](images/sleuthhoundseffect04.jpg)
Working together to reach new heights in The Valentine's Vendetta.
The third game, The Valentine’s Vendetta (also available but not for free � hey, I have bills to pay), continued to push the capabilities of the game tech and development processes that I had. While The Cursed Cannon had a brief section where players could control two characters at once, the entirety of The Valentine’s Vendetta allowed for that. This led to numerous refinements in both the game design and the game technology that increased the capabilities even more.
![[Attacked by chattering vampire teeth in The Halloween Deception. Didn't see that coming.]](images/sleuthhoundseffect05.jpg)
Attacked by chattering vampire teeth in The Halloween Deception. Didn't see that coming.
The third game was followed, naturally enough, by the fourth, The Halloween Deception (also available for purchase). While this game improved and expanded on a few things in various small ways, by this point the tech and the processes were mature enough that this really felt like the first game where I didn’t have to think about technical constraints and I could just create an entertaining experience. This game was rife with sequences that I wouldn’t have even dared contemplate while doing the first when.
That same sense of just being able to create is here as well on the development of the new Sleuthhounds Christmas game. The previous games have built up the game technology, libraries of animations and sound effects, coding templates for different parts of the game, and have refined the ancillary tools used to produce the games. All of this means that with the Christmas game I can really charge ahead on creating the game itself.
![[Decorating the upcoming Christmas game.]](images/sleuthhoundseffect06.jpg)
Decorating the upcoming Christmas game.
As a comparison, by the time I had created the first fully functional “room” in the first game, including all the technology and game assets needed to support it, I had spent close to three months of full time development. Getting one fully functional room for the Christmas game? About two days.
What really made me realize how far I’d come on creating Sleuthhounds games was my development on the Robyn HUD game. In some ways, working on Robyn HUD is very similar to working on that first Sleuthhounds game. It’s a different style of game so it requires a different interface, which requires both new programming to make that interface work and new visual assets to display that interface. It involves 3D graphics extensively, whereas Sleuthhounds is 2D. That means getting familiar with different tools and different ways of integrating those assets into the game. A 3D space also requires 3D sound, so work is needed on positioning sound effects in those three dimensions. It certainly makes me appreciate how much the Sleuthhounds system does for me at this point and in fact there are many parts from the Sleuthhounds games that work well in the new Robyn HUD game.
The Sleuthhounds Christmas game is coming along quite nicely. Most of the visual assets � the backgrounds, animations, and assorted other sprites � are done and the focus now is to integrate them into the game itself. Even with only about an hour a day on the game, significant strides can be seen in a very short amount of time. Watch for future updates on the Christmas game as it barrels its way towards completion.
Previous: Cops Have Vans | Next: Stairway to Gaming
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26: Doctor Seymour, to the Infirmary
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27: Kitchens, Spared No Expense
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28: Room with a View
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07: The Gigantic Joanna
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31: Updating the Safe
24: Interview Screenies
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2019
December
20: Christmas Sale and Mini Mysteries
06: Generic Character Interactions
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29: Locking the Gates - Preventing Characters from Wandering Amok
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15: Achievements to Prompt Replays
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25: Halloween Sale and Mini Mysteries 2019
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11: Shifting the Blame Game
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September
27: Hamsterdam Exchange
20: Streamline the Interface, Lower Production Time
13: Linking Ideas like a Golden Necklace
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16: Extra, Extra! Read All About the Extras!
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July
26: Working on Workouts
19: How to Draw Cartoon Marble
12: AppCredits() = The End
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June
28: The Problem with Balconies
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14: The First Ending
07: Rewrites and Recodes
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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
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August
31: A Splash of Colour
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03: Lock Picking
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27: Act 2 from On High
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29: Design - Stepping Sideways to Move Forward
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01: Walk the Walk
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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
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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
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May
26: Artifical Intelligence: Robyn
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12: Robyn's Wheels
05: Deleted Scenes
April
28: The Cast of Robyn HUD: Robyn
21: Lights, Camera, Action: The Intro Scene
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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!