Kathy Rain: Director's Cut

Kathy Rain: Director's Cut

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frisby Jan 21, 2021 @ 2:28pm
"new, more flexible and powerful game engine"
Are you switching from AGS or just to a newer version??
Looking forward to the expanded content!
Originally posted by Krusbert:
Originally posted by frisby:
Are you switching from AGS or just to a newer version??
Looking forward to the expanded content!

We are indeed switching engines from AGS.

Kathy Rain: Director's Cut is being created from the ground up in Unity :)
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Showing 1-15 of 15 comments
A developer of this app has indicated that this post answers the original topic.
Krusbert  [developer] Jan 22, 2021 @ 12:33am 
Originally posted by frisby:
Are you switching from AGS or just to a newer version??
Looking forward to the expanded content!

We are indeed switching engines from AGS.

Kathy Rain: Director's Cut is being created from the ground up in Unity :)
Last edited by Krusbert; Jan 22, 2021 @ 9:59am
WhyNotZoidberg Jan 24, 2021 @ 7:04am 
Cool!
datiswous Feb 3, 2021 @ 6:26pm 
What is the reason for that decision? I saw that Whispers of a Machine was made with AGS, and has somewhat smoother graphics than Kathy Rain Directors Cut demo, so in the graphics department I don't see the reason. Just curious.
Krusbert  [developer] Feb 3, 2021 @ 11:22pm 
Originally posted by datiswous:
What is the reason for that decision? I saw that Whispers of a Machine was made with AGS, and has somewhat smoother graphics than Kathy Rain Directors Cut demo, so in the graphics department I don't see the reason. Just curious.

It should be noted that the graphics is not final in the demo (we'll likely have better lighting and shadows in the final game), but with that being said graphics is not the only reason to change a game engine. For instance, portability and localization support is much better in Unity, and it also has vastly superior development and build tools.
Last edited by Krusbert; Jun 23, 2021 @ 7:24am
eriktorbjorn Feb 4, 2021 @ 1:32am 
I like how the demo allow you to play in both fullscreen and windowed mode. I find that useful in at least some adventure games, but I find it a bit distracting that the game pauses if the window loses focus. The way I've set things up, a window automatically gets focus (even if it's not the topmost window) when the mouse cursor enters it, so it's easy to do by mistake if I'm trying to interact with something near the edge of the window.

Will there be an option to turn off automatic pausing, or is it hard-wired into Unity?
Krusbert  [developer] Feb 4, 2021 @ 1:56am 
Originally posted by eriktorbjorn:
I like how the demo allow you to play in both fullscreen and windowed mode. I find that useful in at least some adventure games, but I find it a bit distracting that the game pauses if the window loses focus. The way I've set things up, a window automatically gets focus (even if it's not the topmost window) when the mouse cursor enters it, so it's easy to do by mistake if I'm trying to interact with something near the edge of the window.

Will there be an option to turn off automatic pausing, or is it hard-wired into Unity?

Ah, interesting. The auto-pause is not hardwired so we could certainly add an option like that if enough people request it. I've added it to our backlog and we'll try to find the time for it. Thanks for the suggestion :)
Last edited by Krusbert; Feb 4, 2021 @ 3:26am
eriktorbjorn Feb 4, 2021 @ 3:55am 
Originally posted by Krusbert:
Ah, interesting. The auto-pause is not hardwired so we could certainly add an option like that if enough people request it. I've added it to our backlog and we'll try to find the time for it. Thanks for the suggestion :)

Thanks. I forgot to mention that I'm playing the Linux version of the demo, where having the focus automatically follow the mouse pointer (rather than having to click to change focus) is not uncommon.
frisby Feb 5, 2021 @ 6:51pm 
Some Unity adventure games I played in the past felt like the walking animations were a bit floaty/smooth with lower res art.. large pixels moving in a higher pixel environment.. and there's some indefinable weight to the interactions/UI in AGS.... I'm rooting for you to conquer those vague qualities :P
frisby Feb 5, 2021 @ 6:52pm 
Originally posted by frisby:
Some Unity adventure games I played in the past felt like the walking animations were a bit floaty/smooth with lower res art.. large pixels moving in a higher pixel environment.. and there's some indefinable weight to the interactions/UI in AGS.... I'm rooting for you to conquer those vague qualities :P
Looks like I missed the demo!
frisby Feb 5, 2021 @ 6:55pm 
whoops, no I didn't, downloading now... :D
Krusbert  [developer] Feb 6, 2021 @ 12:42am 
Originally posted by frisby:
Some Unity adventure games I played in the past felt like the walking animations were a bit floaty/smooth with lower res art.. large pixels moving in a higher pixel environment.. and there's some indefinable weight to the interactions/UI in AGS.... I'm rooting for you to conquer those vague qualities :P

Yup, we are well aware of issues like this and spent a lot of time on getting Kathy Rain: Director's Cut properly pixel perfect in Unity :)
datiswous Feb 6, 2021 @ 2:02pm 
Btw. in a multimonitor setup when I move the mouse to my second monitor, it becomes a normal mouse cursor, instead of staying locked in the main full-screen game screen, like in most games. I don't mind that much, but it's a little strange. I use Linux btw. so I don't know how that is in Win or Mac.
Krusbert  [developer] Feb 6, 2021 @ 2:38pm 
Originally posted by datiswous:
Btw. in a multimonitor setup when I move the mouse to my second monitor, it becomes a normal mouse cursor, instead of staying locked in the main full-screen game screen, like in most games. I don't mind that much, but it's a little strange. I use Linux btw. so I don't know how that is in Win or Mac.

Yes, we use a borderless window fullscreen mode on all platforms, which is intentional. The idea is that the players who choose to use a walkthrough would have an easier time accessing it if they don't have to alt+tab out of the game. We may add an option to toggle exclusive fullscreen mode if the user prefers that, though!
datiswous Feb 6, 2021 @ 4:33pm 
Originally posted by Krusbert:
Originally posted by eriktorbjorn:
Will there be an option to turn off automatic pausing, or is it hard-wired into Unity?

Ah, interesting. The auto-pause is not hardwired so we could certainly add an option like that if enough people request it. I've added it to our backlog and we'll try to find the time for it. Thanks for the suggestion :)

I would like that as well.
Wicca-san May 31, 2021 @ 10:46am 
Exclusive Fullscreen would be a nice add. Personally if I need to use a guide for ANY sort of game, that's what my phone is for :steamlaughcry:
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