The Crew Have to Sleep Too
April 24, 2020
It’s not just the passengers that players will be investigating in Sleuthhounds: Cruise, the crew come under suspicion too. Just as it will be possible to search the cabins of the passengers, the crew births will also be available for a bit of a snoop.
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Blog Posts
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!
09: Dressings of Fruits and Veggies
19: How to Draw Cartoon Marble
28: The Problem with Balconies
21: Return of the Summer Sale and Mini Mysteries
24: Doctor Seymour Colourization
03: Things to Do in Acts 1 to 3
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
22: Characters: Sources of Problems and Solutions
08: Ducts, Why Did it Have to be Ducts?
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
19: Christmas Sale and Mini Mysteries
14: From Body Language to Sleuthhounds
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
21: Animation Improvements - Realized
14: Animation Improvements - Design
29: Design - Stepping Sideways to Move Forward
19: Summer Sale and Mini Mysteries
25: Windows 10 Pen Woes, Part 2
18: Windows 10 Pen Woes, Part 1
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
30: Dialog as Interesting Gameplay, Take 2
23: Dialog as Interesting Gameplay, Take 1
09: Iterating on the Dining Room
23: Refining with Puzzle Dependency Charts
09: Sleuthhounds Valentine's Sale
26: Feature Length Design Challenge
29: Distorting Voices - Muffled Neighbours
18: Announcing: Sleuthhounds - The Yuletide Tail
08: Distorting Voices - Old Time Phonograph
10: Short Story Published: Rites and Responsibilities
03: The Halloween Deception - Post Mortem, Part 2
27: The Halloween Deception - Post Mortem, Part 1
20: On Sale: The Halloween Deception
18: Sleuthhounds Series Summer Sale
04: Save and Load: A Developer Tool
28: The Cast of Robyn HUD: The Guard(s)
16: Windows Were Meant to be Resized
26: Artifical Intelligence: Robyn
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)
17: Evolution of a Level: Texture
10: The Valentine's Vendetta Trailer
20: Robyn HUD: Start of Production
13: Evolution of a Level: Form
06: Countdown to Christmas Sleuthhounds has Begun
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
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
21: Nice to Haves, the Final Polish
02: Ludum Dare 36: Amelia Deerhart and the Elemental Temple
05: Sleuthhounds, Top Priority
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)
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
13: Storytelling in Computer Games (Part 2 - Looking Forward)
06: Storytelling in Computer Games (Part 1 - Looking Back)
29: Walking Away from Windows 10
15: Using Game Tech Creatively
08: Game Accessibility: Visual Sound
01: Walking for Ideas and Creativity
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
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
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
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
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
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
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)
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
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
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
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
24: Analysis: Dialog Trees in Adventure Games
17: Benefit of Writing Comics: Writing Tight
03: Sleuthhounds Production Update - The Critical Path, Designing from the End
27: Sleuthhounds Production Update - Games Have Rough Drafts Too
20: Benefit of Writing Comics: Long-term Story Planning
06: Announcing: Sleuthhounds - The Unlocked Room
27: Coming Soon: Sleuthhounds - The Unlocked Room (The First Game Demo)
20: Benefit of Writing Comics: Character Growth
06: From Case Files to Sleuthhounds: Evolution of a Computer Game
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
02: New Year's Resolutions: Making Time
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