Tag Archive for Deceptive Games

Kidnapped Announcement

July 21 st, 2015 – South Wales, UK – Deceptive Games, has announced its first game “Kidnapped” starting with all desktop platforms’ is to be released 21 st July 2015.

“We have been very busy in development, to ensure the game runs at its best on all Platforms. We hope to have a steady framerate on every platform.” said Gavin Powell, game creator and director for Deceptive Games. “We have decided to release the game in Early Access, as this allows eager players to get hands on with the game, and to help shape the game in the final months of development.  At this point, we would like to thank everyone who has supported the development of the game, and really hope people enjoy playing the game.”

Kidnapped is a psychological, story-driven adventure horror game, with a great emphasis on exploration, puzzle solving and combat. And, tells the story of Sebastian Lee who vanished during 1992, never to be heard from again.

Kidnapped dynamically changes the game world as the player progresses, and aims to unnerve the player. Traverse through a terrifying two-hundred-year old manor, dark damp caves, a creepy church, dark swamps, and an eerie forest full of wildlife.  Can you find the mystery behind your captivity and most importantly, can you escape this ordeal?

Availability:

Kidnapped is to be released 21 st July 2015, and will be available for all desktop machines; Windows, Mac OSX and Linux.

System Requirements:

Windows XP/Vista/Windows 7/8.1 with 3Ghz Dual Core processor, 4GB system memory, 3D card with 512 MB video memory and DirectX 9.0c, and 2 Gig hard-drive space. Or, Mac OSX and Linux equivalent.

About Deceptive Games

Deceptive Games is a newly formed independent games company of desktop and mobile games from South Wales, UK.

For further information, visit www.Deceptive-Games.com.

Press Info:

Press kit with screenshots and videos available at www.deceptive-games.com/press .

For related questions, enquiries, interviews and to request review code, please contact info@deceptive-games.com.

Kidnapped has Entered Alpha

Hello and good day everyone,

We are pleased to announce that our story driven indie horror puzzle game has now entered Alpha.

The game has progressed very well since the pre-alpha demo was released, and all feedback was very welcomed. Your feedback has help us to not only improve upon what was there, but to further enhance features, gameplay and story, to make the game even better than better. For this we are grateful.

In the coming months we hope to enter Beta, and would very much like more testers to participate, if you are interested in testing the game please email info@deceptive-games.com and we will put your name on the tester list, and will send you a download link to the game once the Beta stage has been reached.

We are striving to make the best possible game that we can, and hope you, or anyone who plays it, enjoys the story and experience.

Please stay tuned for more details as we announce them.

If you have any questions/queries, then please email info@deceptive-games.com and we will try and get back to you as soon as we can.

Many thanks

Gavin Powell
Deceptive Games

Steam Greenlit

Hello

We are very excited this week as our game Kidnapped has been passed through Steam Greenlight, and has now been officially Greenlit.

Kidnapped Greenlight stats

Kidnapped Greenlit

As you can imagine, this news is very great for the game, as it helps solidify user interest and that people are excited as we are.

Furthermore, the final stats for Kidnapped was quiet staggering. In a mere 5 days on Greenlight, we managed to not only finished in the top 50 games, but the votes yes to no was 70% in favour of the game being on Steam.

This is indeed very encouraging for us as we continue to develop the game into its Alpha stage.

Current development is now roughly 70-75% complete, and are currently looking into developing the game for oculus rift, and are looking into producing a playstation and xbox version of the game.

We are hoping to show you more soon.

Thanks

Deceptive Games

Unity useful tips and tricks

Hello,

We have been using Unity for quite some time now and although its a fantastic piece of software for developing games, there are a number things that can hinder your development time. This post hopes to remedy this and help everyone who uses Unity; from beginner to advanced.

If you want to add colliders, but are annoyed by the 0.01 import scale this is a handy little bit of code

using UnityEditor;
public class FBXScaleFix : AssetPostprocessor
{
public void OnPreprocessModel()
        {

                ModelImporter modelImporter = (ModelImporter) assetImporter;                    
                modelImporter.globalScale = 1;        
                modelImporter.addCollider = true;
                modelImporter.normalImportMode = ModelImporterTangentSpaceMode.Calculate;
        }  
}

Naming Principles

  1. Use short names, and proper names. Call it what it is; a car would be Car.
  2. Choose names that are simple and can be spelt. Keep it simple
  3. Be consistent. This is for both naming convention and names.
  4. Do not use spaces, underscores, or hyphens if possible.
  5. Do not use abbreviations: InfantChild should NOT be infChild.
  6. Keep the most specific descriptor on the left: SelectButton, not SelectPaused. Its easier to find the word Select than searching the word button.
  7. At times when you have multiple items of the same name start at 0 not 1
  8. Use different words for different item types. Use Cup, Mug, Beaker instead of cup1, cup2 etc
  9. To find important items in the scene, use $ at the beginning of the name, so it always appear at the top of the scene hierarchy.
  10. It is good practice to name temporary objects with a double underscore __Bullet.

A god trick going around that maybe people have yet to hear is to use underscores between the core names. For example:

  • Texture: Chair_Diffuse and Chair_NormalMap
  • Skybox: TownSky_Top and TownSky_North

Other General Stuff

  1. Make sure function names are spelt correctly. They wont show an error.
  2. OnTriggerEnter and OnTriggerExit use COLLIDERS.
  3. OnCollisionEnter and OnCollisionExit use COLLIDERS.
  4. Put all pivots on the bottom of the prefab, this makes it easier to move around in the sceneview.
  5. On Creating a GuiTexture whilst having a 2D texture selected in the ‘project pane’ will automatically use that texture (instead of the default Unity Logo) and correctly set up the pixel inset values.
  6. Cameras in Unity can have their own skybox via adding the skybox component to any camera.
  7. Cubemaps are never compressed in vram (ARGB32) (standalone/web player), for skyboxes you are better off using 6 compressed textures if memory is an issue.
  8. Use [ ] around important gameObject names or append an underscore to the beginning to place them at the top of the hierarchy.
  9. Holding down “Ctrl” you can drag an object block at a time (like a snap feature).
  10. Select the camera in the hierarchy then GameObject -> Align With View. This will put the game camera at the location of the scene view cam
  11. Select the main camera then GameObject -> Align view to selected to move the scene camera to the position of the main camera
  12. Create a material with the shader you want to use highlighted in the project browser it will use the selected shader by default.
  13. FBX Scale & Automatically add colliders 🙂
  14. Delete inspector array items (like the input manager) by clicking on the item and pressing cmd/control & delete
  15. You can insert into inspector array items by selecting an item and hitting cmd/control & d to duplicate it.

 

For further information and tricks, check out JasperStocker

Credits Complete

Credits and a Little Instructional Guide

Hello,

I thought i d put up a quick little guide on how i achieved the effect of performing the ending credits within Kidnapped.

Firstly, i had to create some textures for the each screen that would be shown. These textures are saved as .pdf file so it maintains what i created within Photoshop. But as long as the texture contained an alpha channel, it would still work.

Some examples of the credit textures can be seen below:

credits

In unity a material was created for each texture and then i went about setting up the scene.

The scene comprised on one camera, one cube and a directional light facing the cameras side of the cube.

I placed a few components on the cube: 2 AudioSources (one for the music and one for the impact sound as soon as the scene started). This cube also contained a script that i wrote that changed each material over a give time.

See below the screenshot of the scene in its final form.

credits in unity
The last thing to do was on the fade the final material’s alpha channel and any AudioSource’s that were playing so it gave the impression of complete end.

The scene took around 2 hours to complete from start to finish, and this was in-between making tea and other household chores. If you have any questions on how i completed this, or possibly help. Please use the comment section below. I am more than happy to help.

 

Deceptive Games Development Blog

Welcome

Hello, and welcome to the development blog for Deceptive Games. This section is designed to give an insight into our work showcasing 3D models, code snippets and other development information. Our main focus is currently on ‘Kidnapped’. What is this game about. Well below is the games description:

“Waking up cold and alone, you’ve been ‘Kidnapped’. Traverse through a spooky two hundred year old manor; evade your captor, and survive. Kidnapped is a physiological first-person story driven adventure horror game, with a great emphasis on exploration and puzzle solving. More than fifty percent of the objects in game world can be interacted with, whether examined, used, or picked up. Kidnapped is currently being developed by Gavin Powell from South Wales, UK, and hopefully will release on as many platforms as possible starting with steam. Keep posted for further details. So, can you find the mystery behind your captivity and most importantly, can you escape this ordeal?”

Kitchen
To date, the game is roughly 50% complete, and development is progressing swiftly. This blog will be updated weekly (minimum). So check back regularly for updates. We are currently developing our corporate website located www.deceptive-games.com and the game’s specific website located at: www.kidnapped-game.com. These hope to be p and running within a week or two. If you wish to follow us on Twitter please find is @Deceptive-Games.com or @klarax. All feedback is welcome, and if possible, all comments and emails will be responded too. So please feel free to contact us at any time.