Author Archives: Jeremy Davis

Sorry for the lack of updates

Hey everyone, sorry about the lack of updates. We are currently making a big push to get the current build in a near final shape over the next several days, and from there we hope to be able to release a completed PC version sometime in April. We want to thank everyone for your continued support.

We’ll release more detailed information in the coming days.

Menu system

menu_1 menu_2

The progress we’ve made lately is mostly stuff that isn’t visually exciting, or even perceptible. However, I thought it was a good time to show our second (visual) pass on the menu system. The book graphic is blown up, and the font is now heavily stylized.

We may adapt again, back to a more easily readable font, at least in part. What’s nice is that now the menu fonts can be changed very easily, so switching won’t be a big deal. Eventually, a turning page graphic will accompany all of this, but I’m not sure if it will make the next build.

Progress update!

After our interview over at Niche Gamer, we redoubled our efforts to fix our resolution problems. I think we’re there, and our fix should be in the next beta. Also on the checklist:

-Fully functioning menu (jump to any scene any time!)

-Bug fixes (no more music still playing when jumping scenes)

-Windowed mode (part of the resolution fix)

-Positioning fixes for text boxes in certain resolutions (part of the resolution fix)

-Act 2!

We may potentially change some of the menu graphics and add animations, if not in this coming beta then in the one after. We’ll keep updating everyone on this blog. We also want to extend another thank you to NicheGamer.net (@thenichegamer) and Ryan Silva (@waye_farer) who interviewed us. Stay awesome, guys!

Something is rotten in the state of resolution code…

Hey everyone! As soon as we got serious about showing the game to others, it became clear that there were much more serious issues in the way the game displayed on non-1920×1080 displays than we previously thought. Among other issues, I also found that a preliminary Android build runs BETTER than a build running on a PC with integrated graphics. Needless to say we have some serious optimization issues to work through.

We are furiously pounding away at the problems now. In the meantime, we wanted everyone to see the game as we’ve been seeing it, running 60fps in 1080p with no slowdown. Check out the video below!

 

Beta imminent!

It’s been a while since we updated, and we wanted to let everyone know what we’ve been up to. These last several days have been some of the most productive since we’ve started, and a major fix to the way we display text will make development from here on out MUCH faster.

So, what can you expect from us? Tomorrow, we’re going to release the beta of the PC, Mac, and Linux versions of Hamlet to our testers. If you would like to join our beta team, get in touch with us here, on our Facebook page, or via Twitter.

Tomorrow, we’ll also release another Youtube video showing off a little more of what we have.

Why “in the style of a game?” Why not make Hamlet an actual game?

Firstdigger

These questions represent a problem we pondered a great deal while planning our presentation of Hamlet. We even discussed adding controllable characters, win and fail conditions, and what it would all look like together. But ultimately, we envisioned Hamlet as a study tool for students who wanted to experience Shakespeare in a way that has not been done before.

To be a true study tool, it must allow students access to all of the information available at any time. It would not be possible to offer challenges to the player with rewards of more gameplay and keep the educational vision of the project intact. If, for example, one had to conquer a series of challenges during Act 1 to reach Act 2, we would be hindering those who buy the app to study for their test on Act 2 the next day!

So, what we’re offering is a little closer to machinima, except that the player controls the pacing, and how often notes display on the screen with the original text.

 

Don’t look at us like that Fortinbras!

Fortinbras

At the end of a long week of development, we came to the conclusion that the build of Act 1 that we promised to deliver to our beta testers was not really up to our standard. Right now, our menu system is incomplete and there are a number of known bugs which we are working to get rid of. Sure, we could have released this alpha version, and we nearly did, but in the end we think our testers deserve to see a project build with a more complete GUI.

More updates to come, stay tuned.

The ghost of Hamlet’s father

I’ve mentioned our artist before, but I wanted to use this post to again praise the character designs done by Nicolás Farinasso. I particularly love this character portrait of the ghost of Hamlet’s father, as you can see in the below screenshot of Act 1, Scene 5.

Screenshot, Act 1, Scene 5

 

We are finishing up Act 1, and getting into the development of a title screen and menu system for the release of an Act 1 beta (hopefully) within the next 48 hours. If you’re interested in joining the beta group, send us a message or leave a comment either here or on Facebook.

More updates soon!

Environments

In today’s post I wanted to write a little about the environmental design done by graphics/design chief Jeffrey Vannoy.Screenshot, Act 1 Scene 3

Unlike a play, where the stage serves as a blank slate for the imagination, our version needs to have detailed environments.

In Act 1, Scene 3 we get to see the living area for Polonius’s family. He’s a high ranking advisor to the king, but is not himself royalty. We needed a simple, 16-bit representation that evoked that, and Jeff was able to manage all that and have an attractive color scheme for the room to boot.

Tomorrow we’ll introduce our first video of Hamlet in action. Stay tuned!