Rodrigo Roesler
Apr 18, 2009
Hi all, and sorry for the lack of updates. But here we go, and we really wish we weren't so late with the games. Ok, you're probably used to that, but this doesn't make it any better.
Basically, with the last changes in the engine, we're able to produce a new game in about one or two months. Maybe less. But that would require full-time dedication, and even though it would be perfect to work only with the games, we can't afford that just yet. Making games still needs to be a spare-time project.
Anyway, we're working with other people to make it happen. And as soon as possible we will resume CoS' production and release it. And other things are about to happen in the meantime.
Good news is that we could, with the time we've got right now, start prematurely two other projects. One of them is called Betsy (internal nickname, actually), and I'm making it personal that it will be released this year.
Why is that? Well. The thing about The White Rabbit is that it was really impressive by the time it was released. Neither The Dark or The Labyrinth could repeat the response we had with it. Matt Sandorf actually could, but for other reasons: its story and its humor.
Now we're working with Cape of Storms and later we'll have King Dan. We expect both of them to be good games, and we're working hard for it (yes, we're making both of them simultaneously, but while CoS is being actually produced, KD is being slowly created). But, to be honest, I don't think they will have a REAL impact.
Betsy, on the other hand, is a project we started right after The White Rabbit. By the time we just couldn't make it real, specially because of the engine - and that's why we created Agent 2.0. Now it's a whole new story, and even if we still need to improve some things in our system, it is becoming reality. And I gotta say it's the best storyline we've ever created. We just need to polish the details before we produce and release it.
So you can be sure. We ARE going to release Cape of Storms and King Dan soon. And after that, you'll see the beginning of the Project Betsy. After that... just wait and see. :)
Now, if you'll excuse me, I've got to go back to my freelance.
Cheers.
Rodrigo Roesler
Apr 11, 2009
As you probably are aware by now, we like to hide easter eggs in our games. Some of them are kinda big, some are plainly stupid. We don't know how many of you got te CLUE we gave you about The Dark (oh, here it goes again), but anyway. Being a game filled with BLOOD, it also have at least one example of totally pointless and random easter egg. And I bet you won't remember who's Wolf.
Anyway, here's something you don't know.
When we were building Matt Sandorf, there were some easter eggs planned. A lot of people found the oh-so-colorful Sony Bravia rabbit, even if they didn't get what it was. But there were also two easter eggs that should be found in the game but used in the Endless Entertainment website. We did put these in the game, and we did wrote their content, but the website end of it was never implemented. So you ended up with two totally pointless dead-end easter eggs in the game. One of them, by the way, is not easy to find, but that's how easter eggs go sometimes. Sorry about that.
Well, since it's not likey these easter eggs will be ever put into the website, we decided to put them here, in Rabbit Tell's site. Consider them our little piece of chocolate for you today.
Cheers.
PS: Oh, of course. You'll still have to find the easter eggs in the game. Were you really thinking it was THAT easy? Here's a hint: they're words that just seem pointless and random in the game.
Bruno Maestrini
Apr 1, 2009
We are proud to announce that during the last months we've been working with an independent movie studio in the production of the movie of Trapped. The idea of the picture is to be one of those reality type movies, like Blair Witch and Cloverfield. Low production costs and more "realism".
The theatrical release will happen in June in fewer than 100 cinemas, but still, a lot for us small time game developers.
You can see the trailer here. I've uploaded it. Hopefully Rodrigo will embed it in this post later today.
Hope you like it!
Rodrigo Roesler
Mar 20, 2009
Just that. 'Betsy'. Something to celebrate.
Don't worry, we'll keep you posted. Someday. =)
Rodrigo Roesler
Mar 3, 2009
In Day of the Tentacle, my favorite game ever, Bernard needs to buy a diamond. He has a bank account, but there's no money in it. After a few puzzles, he manages to get US$ 2,000,000.00 in the account. Then he calls a store (?) and orders a huge diamond. At the moment he turns off the phone, he hears a 'ding-dong' from the front door and says something like "Wow, this is some delivery". When he goes to front of the house, there's a box already waiting for him.
I know that because I was replaying the game a few days ago. I didn't remember this specific sequence of puzzles until then, nor did I remember the joke with the ding-dong. At least not consciouslly.
The thing is, we used the same sequence and joke in The Dark, when you need a credit card. We actually wanted David to say "wow, that was fast", but as far as I remember (not really in the mood of replaying The Dark or going into its code right now) we didn't do it. Even so, both sequences have a lot in common.
More than once we used puzzles and quotes from classic adventure games. We did it on purpose, as a tribute to the games we loved. There's a joke in the same The Dark that was taken (and credited), word by word, from Sam & Max hit the road. In The Labyrinth you have the plant named Chuck, a rubber chicken with a pulley in the middle and one of the books in the shelf was the one Bernard reads in Day of the Tentacle. In Matt Sandorf, we sent a hello for the creator of some of these games. But we weren't aware of this puzzle with the ding-dong, and until now I sincerely thought it was an original, even if obvious, idea.
Well, I know better than to call it a huge coincidence. Even if I didn't exactly remember the puzzle, it was probably lying in some dusty corner of my brains, and maybe that's why it sounded a good idea. And I still think it is. But now I wonder if I didn't do something like this in other puzzles.
Maybe I'll replay the whole Monkey Island series before we release Cape of Storms. Just to be sure.
And for the fun of it, of course. ;)
all posts