I finally uploaded some videos of the few indie game projects I've been involved with.
You can check them out at my youtube channel http://www.youtube.com/solivagant or just view them embedded here:
This is Pocket Bogart, a Detective Adventure for the DS, this is just a demo. I developed it using PAlib, it's a great easy to use library. It's inspired by Ace Attorney and old film noir movies. I wrote a lot of stuff for this, and is my favorite pet project. I'm trying to port it to iPhone. Forgive the fast video, it's a framerate bug.
This is me playing with the game on an actual Nintendo DS. As you can see it runs fine.
This is Flashlight, a platformer multiplayer shooter I made in Python with some friends, for University. If I had the time I'd polish it and make some more levels, it's got a great concept (platforming with darkness with multiplayer) I think.
There you go! Nothing special but I loved working on these concepts. I still got a 3d concept to show you guys but it's nothing to look at, just a mouse picking test with a flaming man walking around.
How it's implemented you can't really see other lights, but you see text that highlights where they are, IF they are near you, and IF they are moving or shooting.
However I think seeing other lights, as long as the enemy would be on the same floor as you, would be pretty cool, and makes sense.
The lighting stuff was the coolest to implement, when I finally figured out how to mark the walls with proper occluders to achieve the effect you see in the videos. It's just that the engine feels very "lithe" and fast. I need to rework the majority of it. Also I have no level design skills, that level completely sucks!
I'm a big fan of Bogart and it reminds me of Deja Vu 1&2 and Tex Murphy, but that interrogation sequence looked a bit wordy. Phoenix Wright, Hotel Dusk, Unsolved Crimes and the like usually boil stuff down to the main plot points because it's easier for the player to remember and hints at the train of thought that's needed for the following puzzle.
I'll concede, it's got a lot of (great) writing, but I totally understand what you mean.
I would also love to see more noir stuff, on the DS or otherwise. That's exactly why I started developing Pocket Bogart, because the DS feels like a perfect fit! Hotel Dusk completely nailed the tone. On PC the few noirish games (apart from Tex Murphy!) are very hit-and-miss. Recent ones haven't grabbed my attention, and they're very rare.
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Clever idea for the shooter, multiplayer could be pretty unique if you can see other people's light and play off that.
However I think seeing other lights, as long as the enemy would be on the same floor as you, would be pretty cool, and makes sense.
The lighting stuff was the coolest to implement, when I finally figured out how to mark the walls with proper occluders to achieve the effect you see in the videos. It's just that the engine feels very "lithe" and fast. I need to rework the majority of it. Also I have no level design skills, that level completely sucks!
Still, I'd love to see more noir stuff on the DS.
I would also love to see more noir stuff, on the DS or otherwise. That's exactly why I started developing Pocket Bogart, because the DS feels like a perfect fit! Hotel Dusk completely nailed the tone. On PC the few noirish games (apart from Tex Murphy!) are very hit-and-miss. Recent ones haven't grabbed my attention, and they're very rare.