Meet the Suspects – Sir Reginald Price
October 19, 2018
As with last week’s quick introduction to Joanna Price this week I’m presenting a sneak peek at another character from the upcoming Sleuthhounds: Cruise game. This time out, it’s Joanna’s father Sir Reginald Price.
Sir Reginald Price is the one who summons Pureluck Homes to investigate the strange goings-on and sabotage surrounding the construction of his new cruise liner. Sir Price views Homes as little more than a workman, a necessary evil being brought in to do a job. As Homes has an entire ship of passengers and crew to look into, it’s not a swift investigation, and that doesn’t please Price one bit.
Homes isn’t the only one that displeases Price. Early on in the game, the player will discover that a good number of suspects have reason to dislike Sir Price and wish to see him fail. It will be the player’s job to find the suspect (or suspects?) acting on their dislike.
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03: Reputable Script Organization
08: The Recording Booth is Finished and then Some
06: The Recording Booth is Started
09: It’s All About the Dialog (Now)
09: Inventory, Inventory Everywhere
05: Sleuthhounds Year Seven, Will it be the Last?
03: Walking Through the Evolution of the Walkthrough
04: Every Game Needs a Loot Box
07: Hamsterdam Exchange: Revisited
05: Ducts? Why Did it Have to be Ducts?
06: Where are We At? Where are We Going?
02: Cutting the Way to Success
07: Once More Around the Promenade
05: Uplifting: Combining 2D and 3D
06: The Sky Deck: Almost but Not Quite There
01: A Clean Desk is a Sign of Dirty Drawers
04: The Doctor Will See You Now
07: The New Year is No Time for Lounging About
02: Streamlining Stairways for Players
07: States, Saves, and Simplifying Testing
05: The Dining Room: Last of the Big Three
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
17: Doors, Doors, and More Doors
03: Captain Windwhistler, to the Bridge
26: Doctor Seymour, to the Infirmary
12: There's No Money Laundering Here
05: A Pirate I was Meant To Be
22: Boring Backgrounds for the Staff
01: In the Pool Any Time of the Day
24: The Crew Have to Sleep Too
27: Kitchens, Spared No Expense
10: Full Speed Ahead on Asset Creation
20: Christmas Sale and Mini Mysteries
06: Generic Character Interactions
29: Locking the Gates - Preventing Characters from Wandering Amok
15: Achievements to Prompt Replays
25: Halloween Sale and Mini Mysteries 2019
04: Streamlining the Audio Workflow
20: Streamline the Interface, Lower Production Time
13: Linking Ideas like a Golden Necklace
06: Beware of Geeks Bearing Gifts
16: Extra, Extra! Read All About the Extras!
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01: Cheating in the Name of Narrative
22: Meet the Suspects - Edward Noble
15: Meet the Suspects - Doctor Michelle Seymour
18: Meet the Suspects - Tobias Rotterdam
11: Adding another Layer to Note Reassembly
04: Meet the Suspects - Craig Holdfast
21: Meet the Suspects - Carlotta Travail
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07: Ludum Dare 43 - Body Language
30: Meet the Suspects - Carmichael Portly
23: Meet the Suspects - Marion Wood
02: Meet the Suspects - Captain Warwick Windwhistler
25: Halloween Sale and Mini Mysteries
19: Meet the Suspects - Sir Reginald Price
12: Meet the Suspects - Joanna Price
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29: Design - Stepping Sideways to Move Forward
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18: Windows 10 Pen Woes, Part 1
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30: Dialog as Interesting Gameplay, Take 2
23: Dialog as Interesting Gameplay, Take 1
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23: Refining with Puzzle Dependency Charts
09: Sleuthhounds Valentine's Sale
26: Feature Length Design Challenge
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08: Distorting Voices - Old Time Phonograph
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27: The Halloween Deception - Post Mortem, Part 1
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28: The Cast of Robyn HUD: Robyn
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14: The Cast of Robyn HUD: Arthur
07: Adventures in Facial Capture: Using Kinect Data (Part 1)
17: Evolution of a Level: Texture
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13: Evolution of a Level: Form
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25: Artifical Intelligence: Guards
18: Artifical Intelligence: Bystanders
11: Unconventional Design Tools for Robyn HUD
31: Announcing: Sleuthhounds - The Halloween Deception
28: Coming Soon: Sleuthhounds - The Halloween Deception
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08: Adventures in Motion Capture: Using Kinect Data (Part 2)
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06: Storytelling in Computer Games (Part 1 - Looking Back)
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26: Semispheres - Support Your Local Game Dev
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29: Sleuthhounds Production Update - Designing for Two Characters
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30: So You Want to Make a Computer Game: Interactivity
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16: So You Want to Make a Computer Game: The Virtual World
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02: So You Want to Make a Computer Game: The Artwork
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07: Game Performance: It's the Hardware's Fault
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