The Halls had to be very organized in order to keep it from falling apart. Notes for every action and every hotspot (areas that can be clicked) had to be written down if this wanted to be done on time.
I set a goal of getting one room, hallway,
or encounter drawing done per day. After they
were done, I had to make rollover versions of each image that included the flashlight, arrows, or special encounters with the monsters. These took a lot
of time, but were well worth it and strengthened
the immersion of the game.
I set a goal of getting one room, hallway,
or encounter drawing done per day. After they
were done, I had to make rollover versions of each image that included the flashlight, arrows, or special encounters with the monsters. These took a lot
of time, but were well worth it and strengthened
the immersion of the game.
The Halls was inspired by two games, Dead Space and the White Chamber. I was inspired by Dead Space's brutal setting that was bathed in blood and monsters that didn't hesitate to attack the player.
For the White Chamber, I wanted to do a point
and click game set in a spaceship with a heavily
illustrated style.
For the White Chamber, I wanted to do a point
and click game set in a spaceship with a heavily
illustrated style.
When the game was shown to the class, I vividly remember seeing the tension in the audience as the booming intro sound played, the oohs and whoas when we entered a room with a sleeping monster,
as well as the screeching of chair legs on the floor when the character's violent kill screen was shown.
as well as the screeching of chair legs on the floor when the character's violent kill screen was shown.