Update of Alice Brighton adventure game

starseeker

6.6 Hell gate opens
Cornerstone Member
Sep 11, 2013
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Hello everyone.

I would love to share an update for my game project. It was unfortunately put on ice for a year due to my sickness (which also collide with the period I wasn't in this forum).

ANyway with my return to health & the pandemic result in shorter workdays, I decide to return once again to my project in Mid May. I manage to build the ground level (a combination of assets from sketches, reworks & bought assets), update some game mechanics like the door opening/unlocking & switch operation. I am making a demo again to showcase progress & hopefully get more reach & started promotional stuff.

I am in contact with the OG voice actress (for my Infiltration gameplay demo posted a while ago) to voice my protagonist Alice for this demo, & eventually the final game. In the meantime, enjoy the sneak preview & feel free to comments & give your harshest critics.

 
That’s actually pretty impressive that you’ve developed that in your own. Obviously still a work in progress but looks interesting. Glad you’re back to good health and keep us posted on your progress. Look forward to seeing more. Good effort.
 
That’s actually pretty impressive that you’ve developed that in your own. Obviously still a work in progress but looks interesting. Glad you’re back to good health and keep us posted on your progress. Look forward to seeing more. Good effort.
Thanks a lot.

I also finally updated my website after a long time.
https://alicebrightongame.com
 
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The sound-design/music/sfx is super creepy, nerve racking.
My friends have also commented on the sound. I think selective use of special sound can add to the mood, like a sudden wind chill, or squeaking sound from a distance. It can be also an indication that you made progress. I will see how I can best integrate sound sfx into the game.
 
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Hello everyone, I would like to share a short cutscene of my game. Voice over is still needed.
Please watch to the end.
Took me a week to make, all art was painted by me. Even the 2 photos (town & castle) were photos taken by me & edited in Photoshop/clip studio pro


Comments (negative or positive) are welcome as usual.

Edit: Okay, music was made by Eric Matyas. I almost forget about that.


Also, sub & sharing my videos is greatly appreciated. I need to grow reach of my game.
 
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Great news :banana::bang:

I have contacted https://adventuregamers.com/ & they said they can help spread exposure of my game with an announcement piece on their site.

I need to provide a synopsis of the game, some screenshots & a trailer of the game. I do not have a Synopsis of my game, so the next step is to create a decent announcement trailer.
 
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Final update before my Holidays for 2 weeks. Time to recharge myself after 3 months of zero-day breaks.

I'll restart again in September.



The game looks improved from when you first shown it. One slight nit pick if you don’t mind is the footsteps sound too loud, could do with toning down somewhat imo. Keep up the great work starseeker.
 
The game looks improved from when you first shown it. One slight nit pick if you don’t mind is the footsteps sound too loud, could do with toning down somewhat imo. Keep up the great work starseeker.
Thanks. Better visuals is a combination of better-texturing tools. improvement in my skillset, better lightning, & improved UE4 engine over time.

The footstep is an easy fix. I just need to dial down the numerical value of the sound amplification. I put this on my pasteboard so I will remember after I returned from my holidays.
 
Hello, I have another video up with dialog. I also reduce footstep sound & added concrete floor footstep sound.

I am on my Holiday & didn't want to do much, but I figure I might as well upload the finished Children report Cutscene & show how it integrates into the game.
 
I hope to get a demo out the beginning of next year, or the end of the year. The panning (mouse/stick look) of the game seems too aggressive, & I will try to reduce the panning speed, so people don't get vertigo when playing. I will also try to improve the feel of the interaction when click, but this needs feedback hence one of the reasons for a demo, so people can give feedback.
 
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Cave level done. One more level to go & level layout will be done, & I can focus on puzzles and gameplay.

 
The last level is almost done. Some extra polish & I will start focusing on puzzle/gameplay implementation

This level took me 1 month to make, all done in my "free time" after work & weekends.


Concepts for the level

Some changes from the concepts & the rationale (only for those interested). I moved the well lower, also same level as the hatch, to ensure the vantage point is the highest point you can reach. I added a bench to the vantage point as it makes sense & gives people a clue it is the vantage point.

Also, the cemetery has been reduced to a single tombstone for story purpose & emphasis whose grave it is. Wooden oil base lamps on the steps has been replacing with electric lamps to show modernization. The final map & key assets relative to one another is also wider than the concept which I think works well.

zqAd5Yn.jpg


zL4j4FC.jpg
 
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The last level is almost done. Some extra polish & I will start focusing on puzzle/gameplay implementation

This level took me 1 month to make, all done in my "free time" after work & weekends.


Concepts for the level

Some changes from the concepts & the rationale (only for those interested). I moved the well lower, also same level as the hatch, to ensure the vantage point is the highest point you can reach. I added a bench to the vantage point as it makes sense & gives people a clue it is the vantage point.

Also, the cemetery has been reduced to a single tombstone for story purpose & emphasis whose grave it is. Wooden oil base lamps on the steps has been replacing with electric lamps to show modernization. The final map & key assets relative to one another is also wider than the concept which I think works well.

zqAd5Yn.jpg


zL4j4FC.jpg


Maybe Turn 10 should hire you to do the trees for them.
 
Maybe Turn 10 should hire you to do the trees for them.
I didn’t make the tree. These are speedster assets. Most foliage are available commercially and at reasonable price for big studio ( I got them free from coutesy from creator of a winter scene), and I honestly don’t know why halo used their own tree, which looks worse them commercially available.