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22

Mar

James Peris Team grows

Posted by admin  Published in James1 Development

We announce the incorporation of  Xavi Hernández as editor of the video scenes and David Amado as auxiliar painter and animator in the James Peris development team.

Thanks to the incorporation of these two masters we will be able to improve the game that we have in production as well as to insure ourselves the fulfillment of the date of ending of the project for this year 2009.

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27

Jan

What could have been James Peris no licence nor control

Posted by admin  Published in James1 Development

Since we started developing this new adventure we put a few very high expectations. Many of them we can be reached, but others had remained in the way.

The development of this game is going without any type of economic investment, all the work in this project is contributed by the team members voluntarily. Already we try to obtain an investment in this project initially but after don’t found anything that was convincing us, we decided to continue it alone, maybe this game would be paused indefinitely waiting for some investor.

We had a lot of problems for the graphical art. We wanted make this game with a graphic quality better than showed in the demo, but to do that we needed more people to draw and paint. At this moment we only have Carlos A. Marcé as a graphical artist, he draw all the frames and scenes of this game and paint it.At first he started to make drawings at better resolution and quality than the demo. Even a new design of the main character in better quality. The problem was that only one artist couldn’t do all this work. We were searching artists and painters for four months. We published advertisments in some forums and webs to find them and we found some but all they leaved the project soon because they aren’t interested in this project. Some of them drawed some sketch or painted one scene, others  nothing. It seems that without money anybody works. Then, after four months with the project in pause, we decided to continue with only one artist and the quality that we can obtain.

Here I show us the drawings that we started for the better quality of the game, the scenarios in high resolution never had been painted. You can think how the James Peris demo might have been with a high definition graphics. We hope find a great artists for James Peris 2.

Design of main character in high definition:

Peris bedroom:

Peris livingroom:

Desert:

Lab:

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20

Jan

James Peris: No Licence Nor Control Demo

Posted by admin  Published in James1 Development

DOWNLOAD

Now is available to download the English version of James Peris: No Licence Nor Control Demo.

The full game will be available in 2009.

Licence: Freeware

Language: English

Operating system: Windows XP, Windows Vista, Linux (wine)

Size: 79.4Mb

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18

Jan

The SCUP system

Posted by admin  Published in James1 Development

SCUP system (Script Creation Utility for Peris) is the name that we use to refer to all the interface used in the game.

This interface had been modified along the years according to requeriments for the James Peris. games The first SCUP was used in James Peris is the agent 00.5 in 2005:

SCUP 1 in James Peris is the agent 00.5

This SCUP had six buttons for the character actions at the bottom of the screen, next to this was the inventary window and on this the status bar that informs the action selected and the name of item that was been under the cursor. In the top of screen was appear a bar with the score and three buttons, one for options menu (where you could find save/load game, the audio options, text speed, quit game and credits), another button to type cheats and a third one to see info about the game. The menu on top only appeared when you move the cursor near here but the bootom one was allways visible.

The second version of SCUP was designed for the demo of James Peris 2 and was this:

SCUP 2 in the James Peris 2 Demo

In the second SCUP we were made some changes, the action buttons have icons and a level bars were implemented (strongly, intelligence and drunk). the inventory ans status bar were in the same location. The top bar was more large and visible all time in the game. There were a shorcuts as an icons for save and load games, the options menu (when were the volume controls and text speed), the cheat window, the love status window and the Dietary window to take notes. Next to this were the money counter, the score and the button to quit game. In the SCUP 2, you could change the character action clicking the right mouse button.

After publishing the demo of James Peris 2, Carlos A. Marcé, the new graphic artist, wanted to redraw all the interface panels and change as it for the complete game of James Peris 2, we called it SCUP 3:

SCUP 3 in the James Peris 2

The third version of SCUP worked as the previous, only the images was changed.

When the new James Peris project was appeared with more resolution and new engine, we can redesign the SCUP for a better flexibility, we caled it SCUP 4 and it was here:

SCUP 4

The SCUP 4 was designed for the new version of James Peris, we was reduced the size of the panels to make a major vision of the scene. It had the same icons as previous SCUP and the top and button bar were allways visible in the game but it were be hidden in some scenes. It also allows change the character action clicking the mouse right button.

Finally, working on better performances and user experience, we modified a bit the SCUP 4 and made the SCUP 4.1:

Nuevo James Peris

Nuevo James Peris

The diference between SCUP4 and SCUP 4.1 is that in the las one, the action icons was delet.ed Now, the action is activated automatically when the cursor is over interactive item and with the right mouse button you can choose another action to do. Making this change, It is more easily for the player and the inventory panel is more large and the user can see more objects at once.

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