#The Inquisition! The Inquisition!

38 messages · Page 1 of 1 (latest)

round moss
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"Inquis" for short. A game inspired by TTRPG mechanics with a scope that might end up being too great for me, but I want to try it nevertheless. Since my last game, Trigwa, was the kind of game (puzzle solving game) that didn't lend itself well to show off while working on it, I should try to show more of this one.

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Since I'm still prototyping and trying to figure out the systems, there'll be a lot of just showing environments and attempts at explaining the setting, inspirations and the systems I have in mind.

brazen ermine
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Is the film grain done in the pixel art?

round moss
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So the film grain will be present always, which presents a lot of challenges visually.

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Also, there'll be no mockups or anything shown off here, the above gif is in-game.

analog sparrow
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I loved your last project, excited to see this one come together!!

ornate pier
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I assume I shouldn't expect this inquisition to be of the Spanish variety?

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Great art BTW, i love the animation and the film effect

round moss
round moss
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I'm thinking about how to show some game environments without it just being a long vid with a bunch of walking, so in the meantime here's some tests to see if I can convey implied windiness.

analog sparrow
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believable to me for sure

ebon flint
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Super atmospheric, really breathes life into the scene.

round moss
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Started on a character selection & stat allocation screen, still not decided on what to call the stats or how many points to have so nothing there yet.

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Also haven't decided on any names yet. Also also, the 4 playable characters have fully finished and functional player sprites for when around though, will probably alternate between them when showing upcoming gameplay vids

round moss
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Inching my way to making an alpha build intro to the game. The game will start (after the sunset ride w/ opening credits) with the player waking up in a doctor's office.
The scene in this vid took me three days to make (and it's not even halfway done visually) due to looking at too many reference pics and doing too much research (yes, I'd say that's a thing).

The curtain has transparency thanks to rapid flashing + emulated frame blending and its animations are switched between randomly.

Still to add: Side curtains, probably a table beside the window, the good doctor. Then figure out a convenient non-modal dialogue system (otherwise the (randomized) film grain can't run), and then the scene change to the character creation screen shown in the previous post.

zenith mulch
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The curtain movement is *chef's kiss. I adore the vintage film aesthetic. Are there specific films you're drawing inspiration from for this project?

round moss
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Well, of course I've seen quite a few b&w movies, most of which I don't remember what they were called (I've been through several burnouts, those seriously mess with your capability to remember past details), but some of my favourites that I remember the titles of were Tokyo Monogatari, Rashomon and Dersu Uzala.

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(Strangely enough only the Japanese movie titles have stuck, probably (?) because I did study the language and some culture/society stuff back in uni)

zenith mulch
round moss
zenith mulch
round moss
zenith mulch
round moss
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Haven't been able to work on this much lately, since due to popular demand I'm working on making a physical release of my previous game (Trigwa).
But here's finally a rough prototype of the Inquis intro up until the character creation screen.

rigid folio
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THIS ACTUALLY LOOKS SO COOL RIRIRKTJRNDSJJ

round moss
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Turning low effort concept sketches into in-game stuff. This took several days, and he had fully implemented blinking eyes through submap animation until I decided to take it out, because it would mean every future planned portrait like this would need it too meaning substantially more work and using up precious tiles.

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This is the doctor from the intro btw. Still working on that as it'll partly explain the game's setting and premise, so when it's done I'll just upload a vid of it here instead of typing it out. Hope that's an acceptable solution.

stray hearth
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this has gotta be one of the most incredible looking games I’ve seen on GB Studio, the attention to detail with the grain is next level

round moss
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I hope I've got my vanishing point theory knowledge right (the same room as depicted earlier in this thread but by the window. Soon I'll have a complete proto of the game's intro ready).

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The small dresser I now see needs to be adjusted, I think it has the wrong perspective.

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Man, this stuff is hard.

analog sparrow
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It is hard for sure lol. Great job with the mirror reflection effect ChefsKiss

round moss
analog sparrow
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SILLY ME LOL CukemanHUH ..... it's all coming together nicely anyway though!!

round moss
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Games under the hood, and especially if they're WIP, aren't pretty, but here's what I've been working on for the past...month or so. It's very slow, and it's still just part of the intro, but I'm at the same time laying the foundation with the assets to be able to make a lot more of these kinds of scenes (and a lot faster when all base assets are done) and making them "modular" like being able to do different characters by varying the details (facial details, hairstyles etc.) as well as different background details.

As stated several times before in this thread, I'm still aiming to get the intro done (about half of it is by now) and then show it off in its entirety.

round moss
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(Click the pics for the whole thing, it's one scene stretched to include two individual dialogue views)