A self-respecting graphic adventure must have characters with whom to identify, and characters with whom to interact.
In Teresa Moontyners – In the lair of the beast, the player controls Teresa, the protagonist, and as the story progresses, we’ll have to deal with other characters, who add colour and fantasy to the story.
We begin by showing the three-dimensional model of Teresa that is used in the game.
A low-polygon model with simple textures, deliberately maintaining that angular effect.
After having created the model in Blender 3D, I created a skeleton (rig) with which it will be possible to animate the character to obtain the walk, the run, the rest position and all the animations that I will need to insert in the game.
And here is the model of Jabert Baldvin; one of the three missing researchers.
It’s safe to say that Teresa will have some “unforgettable” moments with him…
Now let’s talk about Samantha, the youngest of the group.
She is the team’s colourful figure, carefree, jovial, fond of music and her Walkman, which she always carries with her.
For the success of the adventure, it will be necessary to interact with her, because only she has the “key” that will help shed light on the darkness of the cavern.
Ham Samadel, the eldest of the group and also in charge of the expedition.
He is in charge of all the most important decisions and thanks to his experience it will be possible to find information that will be useful in re-establishing the interrupted communications.
It was he who had the first meeting with Yoragh, and it was from there that everything began.
Today I’m here to talk about how I approached the labyrinth section.
In the second act/chapter of the game, Teresa will find herself wandering through dark tunnels and narrow passages, looking for a way out.
This is where the “labyrinth” part comes into play. That’s not really a labyrinth like the ones we are used to seeing in puzzle magazines, but more of a chain of intersections and corridors that, experienced from the inside and not from above, make it more difficult to find your way out.
It has been the first time I tried my hand at the logical construction of a labyrinth in Unity. I decided, during meshes modelling, to avoid creating a single object, but to model several pieces: corridors, intersections, tunnels, and to assign to each of these pieces a name and a code for each exit, so that I could create a modular labyrinth that could be modified at will.
To make it clearer I did it this way:
A corridor will have the name “burrow1” and its 2 exits will be called “burrow1A” and “burrow1B”. A junction will have the name “burrowcross1” and its 4 exits will be called “burrowcross1A”, “burrowcross1B”, “burrowcross1B”, “burrowcross1C” and “burrowcross1D”. A crossroad will be named “burrowcross1” and its 3 exits will be “burrowcross1A”, “burrowcross2A” and “burrowcross3A”. And so on for each module that will make up the maze.
After having drawn a map on a sheet of paper, I created my list of rooms, exits and entrances, so that when the character enters a room, he gets a string variable with the name of the place where he is. He brings with him the string until the next room; in this way I always know the starting place of the player and, making a query on the string variable, I can present the correct room that he will find after the previous one.
This choice gave me the opportunity to reduce the time devoted to modelling, allowing me at the same time to obtain complex and modifiable mazes.
Thanks to the light and sound effects inserted in the right places, the result it’s, in my opinion, pretty good. The player finds himself wandering in dark areas, only helped by the faint light of his lighter, offering an entrancing and in some cases claustrophobic setting.
See you in the next update, in the meantime if you are curious and want to try the first part of the game, you can download the executable file from here:
p.s. the game is developed in Italian and for now temporarily translated into 4 languages (EN,FR,SP,DE) with automatic online translators, so it’s likely you’ll find some translations errors, but it should be possible to make sense of the story.
First tests of volumetric lighting with the Aura2 tool for Unity, what do you think?
God’s rays look good in caves.
Despite the fact that it has been a year held to ransom by this pandemic that shows no sign of abating and continues to frighten, here we are at Christmas time.
At this time of year, people are more willing to stay indoors and enjoy the family warmth and festive atmosphere.
Between a family Christmas lunch and a New Year’s Eve dinner, we will find some moments to devote to continuing the development of future game environments.
At the end of the first act of Teresa Moontyners, an unforeseen event happens. Few of the players predicted it, and now we are thinking what kind of scenario we could focus on, in order to give the game the best plot development possible.
The second act of the game will take place inside the cavern, in dark tunnels and large caves, this will be the background to the resolution of puzzles and riddles that will allow access to new locations.
Making the right choices will lead us to meet some characters that will be necessary to investigate further.
We leave you with a couple of Screenshots taken directly from Blender, showing the level of modelling and texturing that you will encounter in this adventure.
Happy holidays to all and best wishes for a peaceful and better New Year.
The 1Monkey2Brains team
First act of the old-fashioned point-and-click graphic adventure.
Available in 5 languages (IT,EN,FR,ES,DE).
Added in the options menu the possibility to set graphic details and resolution.
Changed some aspects of the game after player feedback:
-Now the hangar back door has manual opening and closing.
-Fixed the bug during the tutorial that prevented you from replaying it.
-Added sound effects to some objects that were previously without them.
-Revised some translations after player reports.
Here we are back with a new title in development.
Teresa Moontyners – Lair of the beast.
A 3D graphic adventure, developed on the Unity engine using the Adventure Creator tool.
It’s a point and click, set in the north of Italy in a lost place in the mountains.
The investigator, Teresa Moontyners, is contacted by a research centre to understand what happened to the researchers who mysteriously broke off communication with the headquarters.
You will be placed in a hostile, cold and dark environment, there will be enigmas to solve and conversations to face in order to discover that behind this disappearance, there is an even greater mystery.
In this demo you will be able to play the initial part of the adventure, arriving at an unexpected ending, which opens the doors to the real game.
The game has been developed in Italian language, and then translated (momentarily with automatic translators) into English, French, Spanish and German (it is likely that the translations are not perfectly correct, but they can give the player an idea of what we want to convey through this adventure).
Have fun and we remain available for any feedback, criticism you may wish to propose.
Here is the link to download a small demo of: The lair of the beast.
Is a 3D graphic adventure in development.
You can try the first 5 minutes of the game.
So if you feel like it, you can evaluate graphic style and gameplay.
If you like what I’m doing leave me some feedback, so that I can improve.
The game at the moment is localized only in Italian language, in the future I will think about translations, at the moment I hope to get feedback on the graphic style and gameplay style.
Thanks for stopping by