"She stood in the darkness, the light painted stripes on her body.
Still, I was sure she wasn’t a zebra..."
Chicken Police is an "Animal Noir Adventure Game", set in a fictional universe, the Wilderness.
What awaits you in Chicken Police? A gripping, dark story, adult themes and unique, absurd humour. The game mixes elements of classic point & click adventures and narrative-driven, text heavy storytelling, completed by a complex interrogation system, detective gameplay and a bunch of optional, backtracking and hidden content.
A mysterious Dame...
A strange case...
and the Wildest Cops of the Wilderness!
Sonny Featherland and Marty McChicken were once legendary as detective partners in Clawville PD. Predatory division. But time had passed them by... Sonny is a burnt-out, alcoholic ex-cop, who spends his days in an abandoned hotel, while Marty hides behind the facade of a star-detective, but slowly he's losing himself and his fate of the city he loved so mutch...
In a dark, cold night a mysterious messenger visits Sonny in his hermitage with an errand that can change not just his future, but also his past...
Now Sonny and Marty are back together again on a case bigger and much more dangerous than anything they've ever encountered before!
Chicken Police is a story- and text-heavy game with the elements of the point and click, and visual novel genres.
There will be more than 30 characters to talk to, some of them to seriously interrogated.
Collect tons of clues, evidences and (mainly very sensitive) personal informations from the shady characters of Clawville, to solve the case of the decade.
There are more than 25 places to visit and all will change several times during the story. The player can return to previous locations at any time, to find hidden secrets, meet new characters or even uncover new story-arks.
Chicken Police has a stunning visual style with photo-manipulation and photo-realistic 3D backgrounds, inspired by classic film-noir movies like The Big Sleep, Dounbe Indemnity or Gilda and games like Grim Fandango, Policenauts (also Snatcher) and the Tex Murphy series.
The noir mood is enhanced by a beautiful musical score, backed up by professional voiceacting for the perfect cinematic experience.
"Clawville never sleeps - they say.
Maybe that's why it is so cranky all the time..."
The city of CLAWVILLE built as an Edenic place, a place unlike any other country in the Wilderness. A place where predator and prey, domesticated and wild animals can live in peace with each other. But the dream remained a dream and in the end, it became the darkest and most dangerous city in the Wilderness, where the predatorial crimes are commonplace and corruption is everywhere..
THE DEV DIARIES #3 - Dr. Reginald Bubo Bubo - Character animation
You've already seen how we create our characters in our previous dev blog so, this time we'd like to tell you about how they are came to life and set in motion.
Our 2D animator, Alex told us how he does it.
Say hello to Dr. Reginald B. Bubo:
“Animation, in my opinion, is somewhere between the artistic and technical sides of game development. Your aim as an animator is to create appealing movement, but at the same time, you have to make sure that you are using the right tools. All of our characters are animated in-engine, which can be somewhat limiting at times, but it’s restrictions that really push your problem-solving skills.”
The first step towards a moving a character is the separation of its body parts. The amount of time required to complete a character’s texture sheet depends on the number and nature of poses involved.
Watch a sped up recording of Dr. Bubo’s “dissection:”
“Does a sharp edge work here, or should it be blurry? Where’s the pivot point of this specific part? After some practice, your brain adjusts to see where and how you have to cut to enable motion that doesn’t reveal that you are basically rotating sheets of paper on top of one another.”
Painting is an essential skill for this task, as parts that were covered before the separation must be filled in to be viewable on their own - otherwise, you’d see double in some areas during the animation!
The whole process showcased above has to be repeated for each different pose, with little exception. Since we work with two views per character, heads only have to be taken apart twice. In some cases, we can get away with using parts from a previous pose as well, reducing the texture space required. It’s a game of finding the right balance between aesthetics and optimization.
“Following the disassembly, the character is reassembled in-engine, and it’s ready to be animated! Being a ‘middleman’ between artist and programmer, I try to do a bit of everything: finding ways to enrich the visuals, writing tools to speed up processes wherever possible, experimenting with new techniques to help enhance the performance of the game etc.”
Alex uses Photoshop to prepare our characters for animation in Unity3D, a Wacom Intuos 5 Pro L (Touch) tablet to paint, and a vertical mouse to avoid wrist pain.
Thank you for reading our post. Every week, we will arrive with new, exciting blog posts from the making of Chicken Police, so it's worth following us.
See you next time, folks!
And don't forget to Wishlist Chicken Police. ;)
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