Editor’s Note: For the next couple of weeks we are going to feature a set of articles that should shed some light on how Legend of Grimrock was made. The articles range from graphics and animation to sound design and programming. For gamers or hobbyists we hope to give you some idea what game development is about. If you’re a fellow game developer hopefully these articles will give you some ideas for your projects. Without further due, let’s give the floor to Juho! -Petri

Legend of Grimrock has a storyline running under its hood and to help it get it moving we needed an intro sequence in the beginning of the game. Naturally some fancy big money cinematic was out of the question, so we had to come up with some more down to earth type of solution. Pretty quickly we narrowed our options to still images with overlaid text. That was relatively easy and fast to do, but allowed more freedom for the player to watch the images and read the texts in his/her own pace. Intro sequences’ main purpose was to set the mood and setting for the game with the help of iconic tune by Stakula (which we talked earlier in here).

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Wait, what happened to release candidate 2? Well, we have been busy working day and night and we actually did two releases this week. :-D The latest build or “RC3″ as we like to call it has now been sent to testers and if any issues are not found in the next couple of days this will be the gold build! Fingers crossed!

So, what has happened this week? Juho has been working on the trailer and it’s progressing well. Next week we’ll hand it over to Stakula, our man in charge of music production. Besides starring in a super secret video, Antti has been working on the installer and he has also been making so many builds this week that we lost count. I actually had to do a dubious deal with Antti, saying something along the lines of “if we have to do yet another new build before releasing the game, I owe Antti a beer, not just any kind of beer but some really nice imported beer.” Antti actually forced me to write this down on paper with my signature on it and he stored the paper somewhere in a secure place.

Aaanyway, back to the report. Olli has been doing paperwork for the launch and it now seems that things are finally nearing completion on that front. He would much prefer to work on animations but someone got to do the dirty work! Me, I’ve been fixing the remaining issues with the game and improving game balance and playtesting. Nothing big but things like adjusting the damage of spells and such.

Oh, oh, and we have a game manual now and some extra goodies too that we’re going to ship with the game. I don’t want to reveal what they are but it’s something you can print and it looks gorgeous :)

Some people have been asking about the key art made by Juho some time ago. There’s no reason to hold it back, so here you go, behold the magnificent almost default party (one of the characters have been exchanged, can you guess who?).

Ok, that’s enough rambling for now. Stay tuned for next week!

 

Adam wrote us and asked some insights of how we design and create our dungeon environments. I thought this would be a nice opportunity to demonstrate our asset creation methods.

First we of course need an idea of what we want to depict. In this case it’s some old mossy brick wall dungeons. At this point I search for reference material and maybe scribble something on paper like how the bricks are divided or the pillar silhouette. Color palette is also thought out to get the right mood and feel.


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