First Public Showing Of The 13th Doll!
September 13, 2016
The 13th Doll - in the eyes of the public!
A couple weeks ago, several local Iowa game developers got together and held an event to showcase our projects to the public. Being the first real public showing of The 13th Doll, and having only ever visited such an event as an attendee, I was really nervous - totally out of my element. I had no idea what to expect, and was bracing for the worst... Fortunately, everything went extraordinarily well. We didn't track it, but I'd guess at least a hundred visitors came through, probably closer to two hundred - the perfect crowd size for a first public viewing. All of the games showed very well, The 13th Doll included.
The demo we built included the foyer, the library, dining room and kitchen. Three puzzles were included, with unique musical tracks for each room and puzzle. Six FMV (video tracks) were available to see, and the puzzle/hint system played about 30 different dialogue tracks from Stauf and Dr. Richmond.
It was interesting to watch people play the game. I've playtested the puzzles so many times that i know all the solutions. It was eye opening to watch people try and find them for themselves, and nice to see that they do pose a fair amount of challenge, without being obnoxiously difficult. I saw a few opportunities to tweak things and make them a bit more user friendly, and got some good feedback from players on improvements to make in the near future. The game was received very well, and the full motion video looked great on a 32 inch monitor.
Here's some images from the show:
an attendee tries to solve the cake puzzle
A little blood doesn't phase Peder
Peder and I talking about something at the show. I'm sure it was important.
Peder has spent a lot of time cutting and editing video. We sat down and reviewed everything he's done so far and talked about how to cut a few of the more complex scenes together.
We reviewed the video from the beginning of the game all the way to the end. The footage looks really great! There are some really good moments, really intense moments, and I can't wait for you guys to see them! Wish I could say more, but don't want to spoil anything! I'm really happy with how everything is coming together.
That said, a couple scenes feel like they'd be better from a slightly different angle, or if we put a quick cut here, the scene would be perfect. So this weekend, we'll be reshooting a handful of scenes to capture anything we've missed. it'll be really nice to see some of the cast again.
Our goal this month is to add all of the video scenes to the game, so that the plot is playable from start to finish. It's a pretty exciting milestone to cross, and still a bit bizarre to think of all the progress we've made.
Matt's been working on the taunt/hint system for puzzles. It's working very well so far.
James is working on the Attic Room at the Top. Once that's finished, we'll go back and optimize every room in the game to make things run a little smoother and faster on older machines.
Shane continues work on the asylum models. There's a lot of different rooms there, some being legacy rooms from a plot iteration we abandoned long ago, so we sorted through them to prioritize what's needed first.
As always, thanks everyone for supporting us! We wouldn't be where we are without you! Talk to you soon!