![]() When something needs to be changed - they are exported to an XML file and imported into the game with one button. The Storyteller talks about them:Īll texts and all their variants in all languages from INMOST are stored within a Google Sheet. These locations, as well as the location to the left of the house with a scythe inside (where the puzzle with bells), were added during the Steam release.īut the jumpers have been mentioned before. The first version of INMOST, which came out on Apple Arcade, didn't have them. Little, long-eared cuties that live in a cave and bounce around squeaking like rubber toys. It reminds me of some sage words my fellow game dev friend likes to say "Video game development is when you drive a steam train and continuously throw tracks in front of it to keep going" It's funny how when you look at a finished work - it seems like it was originally clearly planned out, carved in stone, and brought to life unchanged. BUT! It's a beautiful “Chekhov’s gun!” (narrative principle that states that every element in a story must be necessary, and irrelevant elements should be removed.) The flue pipe was in plain sight the whole game! I shrunk it down to make moving it a little less weird) and then she uses a crowbar to smash the wall. My thought process went something like… The flue pipe! Why is it here? It probably leads to the basement! Why don't we allow Lizzie to break it? Yeah, the little girl moves the huge floor clock first (it used to be even bigger, by the way. When I was initially planning the story, I had written a vague note that she was supposed to find a secret passage or something.Īnd then, as I was drawing more details in the house, the pieces seemed to come together. Lizzie was supposed to get into the basement, but it wasn't spelled out exactly how. At the time, it had no meaning other than decorative. I had added the chimney because I felt the roof seemed a bit barren. I had created the shadow animation in the attic for the announcement trailer, which came out two years before the game was completed. However, the basic skeleton was written, the emotions that should be caused at this or that moment, but there were none of the finer details. Some of the art was created before the story was complete. The thing is, when I was developing the game, I got a kick out of that moment myself. I've seen many playthroughs of INMOST, and usually this moment works perfectly and players are hooked by the thought. ![]() However, there is no fireplace downstairs in the house! She gets upset, but after a brief moment, Rabbit notices the fireplace chimney. She discovers that there is nothing unusual in the locked room just some dusty, old junk. ![]() You probably remember the moment towards the end of the game when Lizzie meets the raccoon in the attic. If you haven't completed INMOST yet, I recommend you finish it before reading this post, as it contains a huge amount of spoilers that will tarnish your experience. I'll cover development details, interesting facts, and details you may have missed, or that you've been asking us about all these years… The anniversary of INMOST’s release is approaching and I thought it would be a good time to share some of the game's secrets. Thank you so much for all the support and love we have received from you! It's been three years since the game's release on PC. *This text has been translated from Russian to English to celebrate the INMOST Anniversary*
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |