Our project Autobahn Police Simulator released on 27th of August. We got some critics about the controls, so we are preparing an update where we increase the controls and fixed some bugs.
Here is the gameplay trailer:
I just mentioned that we didn’t update the news on the page for a while. So here are some news what we are doing at the moment.
First of all we are working on a bigger project for a while. Perhaps you already read the news somewhere else. Our current project is “Autobahn Police Simulator”. This time the game is published by Aerosoft, a German publisher for simulations.
The game is a simulation of the work of Autobahn Police here in Germany. In other words the player can control the traffic, he is called to accidents and can control speed of the traffic. And of course in some cases the player pursuit some cars which try to escape. There are about 40 kilometers of highway in the game, so it takes some time to see all the game world.
The game release on the 23th July 2015 (in about four week) retail and on Steam. More information you can get on the Amazon.de page: http://www.amazon.de/NBG-Autobahnpolizei-Simulator-2015/dp/B00UA7N6ZE
When the Steam store page go public we will post the link here or on our facebook page, too.
Furthermore we created a new package for Unity Asset Store. You can find it here.
Today I can write about something we have waited for so long: Solar Struggle is finally on Steam!
After four years of the first release of Solar Struggle on XBLIG and many votes and comments on Greenlight later we are finally there.
So what’s in it for you?
We want to celebrate the release of the game with you and all our supporters with improvements we made to the game. The former awards have been converted to Steam achievements, all in all you can get 37 of them now.
On top of that we added Steam achievements, trading cards, badges and other goodies to the Steam version.
But that’s not everything, we also decided to lower the price of the game to 5,99 USD permanently! So hit up Steam, buy Solar Struggle and have fun collecting achievements, trading cards and badges.
Thank you for the support and we hope you enjoy the game.
Like mentioned in our first entry about „History in Letters – The Eternal Alchemist“, the history (and legends) about Flamel turned out to be very interesting for us.
After taking a look at the catacombs of Paris, our initial starting point of our idea for an adventure game, and finding out more and more about Flamel we were intrigued to use him in our game.
Many people might know Flamel from Harry Potter and The Philosopher’s Stone, where Flamel is actually a wizard too and owner of The Philosopher’s Stone, from which an elixir of life can be extracted.
Truth is that in the fourteenth/fifteenth century Nicolas Flamel actually lived, but the true Flamel was most likely a lot less interesting
Flamel was probably born 1330 in Pontoise and died 1418 in Paris (some sources say 1413).
He was a scrivener and manuscript-seller and was married to a woman named Perenelle, who had been already married twice and brought along the wealth of these two husbands into their relationship.
While Flamel was definitely well off, since he and his wife owned several properties and were able to give money to churches and commission art regularly, he was not as rich as many legends make him out to be.
So, how did Flamel turn into this “person” many of us know nowadays?
The person who reached immortality through the Philosopher’s Stone and was also able to turn base metals into gold?
Truth is that there are no real sources hinting at Flamel having an interest in alchemy, as in actual documents from himself like his (genuine) last will.
However, during the seventeenth century a book appeared which described Flamel’s journey to “find” the Philosopher’s Stone.
According to this book Flamel had obtained a mysterious book he tried to decipher for years, after he finally managed this he found a way to create the stone and to produce gold from base metal.
Before there were already cases of people using Flamel’s name in alchemical texts, but this one actually described his ways as an alchemist.
During the years more legends were added on top of this, even though back then several people already didn’t believe the stories to be true, and nowadays Flamel is for many the “father” of alchemy and some people still claim that he’s alive, together with his wife.
While a lot of the “information“ that is out there about Flamel is most likely not true he’s still a very fascinating topic for us and hopefully also for our players.
If you want to find out more about Flamel I highly advise you to take a look at the many websites out there who try to roll up the legends about him, it’s worth a read
We are currently still very busy with our projects.
Autumn has just started and we are doing our best currently to polish History in Letters and get it released as soon as possible.
We are working hard to release our adventure in 2014; we have to stack on a few more weeks for polishing but we want to make sure to release the game all finished soonly.
Next to our adventure we also plan and work on other projects too, I’ll write more about that in near future, so stay tuned for future updates and releases on our side.
Organizing a big project, especially one with a bigger story, can sometimes be a bit chaotic.
While we still like to use the good ol’ “papers and post-its everywhere!” method for rough ideas, we also wanted to find a way to organize everything in a clean, digital way and useable for everyone here in our office.
This also made it possible to easily edit details or attach comments to something unclear, without messing up our neatly written post-its
That’s why we decided to use Articy Draft for this project.
The challenge with “History in Letters – The Eternal Alchemist” was that we actually have more than one way how the story evolves throughout playing.
So next to organizing one big story we also had to find a neat way to organize all the decisions the user can make and the ways the story can change because of that.
On top of that it’s possible for others to leave a comment in the document in case something is unclear or should be discussed in detail later, and even if something changes we can easily tweak the document to be up to date again.
Also, unlike with traditional ways, now several people can work at the same file at the same time (of course with a few restrictions).
Next to organizing the in-game story itself it also helped us to store the characters’ biography, locations, items and especially the dialog.
Considering that for each scene, or part of a scene, we usually have several dialog options it’s very convenient to be able to store and organize the dialog that way.
I’m sure we will keep on using Articy Draft for future projects too.
We are finally back from GamesCom and while our ears are still ringing we are happy to be back “at home” and back in action.
We met a lot of nice people and old and new partners alike the last days and we got the opportunity to show some of our upcoming projects and the ones we are currently working at.
Prior GamesCom we also had contacted several Adventure game based forums and platforms and with some of them we also had a quick talk.
The lovely guys from “Adventure Treff” also spared some time for us and talked with us about our game, you can take a look at their video here (starting at 0:18) and listen to their Podcast here (starting at 06:15) in which they talk about our project (German only, sorry).
There is one mistake though: The Eternal Alchemist is placed in modern day Paris, not Venice
But I can’t blame them, GamesCom was very busy for all of us.
Hope you guys had a nice week in Cologne too, thanks for reading and stay tuned for our next entry!
A good adventure game needs puzzles, but designing puzzles is not always an easy task.
You have to keep in mind the setting (does this puzzle make sense here?), the mechanics (does this even work?), the design (how should it look like and does it fit the overall game?) and so on.
I must admit, during making the puzzles I sometimes went home all dizzy and with a serious headache
Making puzzles is equally, if not more difficult, than solving them.
We tried our best to include different types of puzzles and also made sure that some of them are easier and some more difficult to solve, depending on the situation and what the player “gets” from solving it (like information or access).
We also wanted to design the puzzles in a way that advanced and new players to the genre alike can solve them without feeling bored or overwhelmed by them.
That’s why we always included hints to the correct answer of the puzzle or how it has to be tackled by the player, without downright saying “This is how you have to do it” or “This is the solution”.
Base for many of the puzzles is the book Remy obtains at the beginning of the game. Some of the puzzles are in the book itself, sometimes the book is necessary to solve puzzles in the locations.
For now we showed you two examples for book based puzzles, in one of our next entries we’ll show a location based puzzle too.
Thanks for reading, and we hope you will like our puzzles in the game.