The countdown begins!
Letters from Nowhere is almost here.
As an average hidden object player becomes more sophisticated in his gaming tastes, we hope that Letters from Nowhere will be appealing to such player without being too simplistic.
Now have a look what awaits you in our latest hidden object game.
Mini-games help to diversify the game. That’s true. But it’s important they are connected with the game plot and not standing alone as we can see in many hidden object games nowadays. Our designers tried hard not to lose this connection. On solving a mini-game the player uncovers a particular thing – clue, which will be very useful at the end of the game.
In Letters from Nowhere there will eight different types of mini-games including popular memory game, pairs, jigsaw puzzle; as well as some innovative mini-games created especially for this game.
Our intention was to make a classic hidden object game. Classic doesn’t necessary mean randomized objects on your list. In our case the game will include finding objects by their tricky descriptions that really makes you think. You have to solve the clue in order to look for the item.
Players always enjoy an extra puzzle thrown into the game, so on the latest stages of the development we decided to introduce interactive or combined items. Thus, looking for a loaded gun, you’ll have to find a gun first, than bullets and piece them together.
Along with hints we decided to add more incentives in the game. We thought of trading relationships as we have in
Romance of Rome with one exception: we offer the player to buy extra bonuses instead of upgrading your hero. Thus, we thought of adding a 'Shop' where you could buy four different bonuses and later upgrade them. Having thrashed the matter out, we have completely refused the idea of upgrades. It would make the interface heavy and more complicated. It took us a lot of work to rearrange the windows and buttons but we managed to make the selector 'simple'.
Having tried numerous variants of the interface, we have stopped on bonus panel at the bottom of the screen. As soon as you buy a bonus it will be available on every location within the episode.
Creating a new game requires a great deal of work by Awem studio’s artists. They spend much time drawing, painting, and rendering the graphics you see in our releases.
We used a variety of colorful backgrounds and interior locations to help with scenery variation. They help the player better understand the overall feeling of the game and create a special atmosphere of the splendid 80’s.
You'll work your way through 30 intuitively hand drawn locations, including a wine cellar, a run-down smuggler warehouse, and even a tropical island, all while searching for the mysterious letters.
Police office. From a rough sketch to the final version you can see in the game.
Our 3D modelers also put in extra effort to make the environments come alive. They are busy adding amazing little animations here and there which will vivify the game and make the player sense life in the scene. The main goal here is not to distract the player from the main gameplay but add natural, at times subtle movement of some elements. One of the beta testers mentioned: “Beautifully created locations with subtle animations like birds chirping, insects crawling, etc. were fun to watch.”
Attic: dust particles sparkling in the sun, flashlight flickering... Creepy.
Read
Letters from Nowhere Developer’s Diary. Part I