Apr 07

#4: The Incomparable Deductions of Police Constable Sir Nicholas Spratt — The Early Years

Tag: trevor @ 12:02 am

Initially released 6th April, 2008

Screenshots:

Download:

Source Code:

  • Live Subversion repository: http://www.vectorstorm.org/svn/repos/VectorStorm/branches/GAW-004-Mystery

Instructions:

How many times has a secluded dinner party led to murder?

In The Incomparable Deductions of Police Constable Sir Nicholas Spratt — The Early Years, it’s every time. Each time you play, a new murder mystery is generated for you to solve. Figure out whodunnit and when, and when the fiend acquired the murder weapon.

This is a highly experimental game style; I’m very interested to hear back from people about what they feel works for them, and what doesn’t. Are the games too short? Too easy? Too hard? Is it worth doing another one like this, but more in-depth? Do you wish there was more flavour added, about motives and suchlke? Do you wish you could walk around the mansion and find clues yourself? Are you heartbroken that randomised mansion floorplans were removed from the game design? Or any other reactions I haven’t even considered yet? Please leave comments with feedback! :)

Controls:

Like all VectorStorm games, Nicholas Spratt attempts to use a gamepad if you have one connected, but for this game, I highly recommend using the keyboard. Arrow keys and the space bar, to perform all functions.

You may quit the game at any time by pressing ‘Q’ or ‘Esc’.

Credits:

Game Design, Code & Gfx: Trevor Powell ( trevor (at) vectorstorm.org )

Music: Ehren Stark – Bailar Tristemente

Sir Nicholas Spratt uses OpenGL, SDL, SDL_Mixer, and GLEW.

ChangeLog:

  • 6th April, 2008: Initial release. (6 days, 10 hours, 10 minutes)

5 Comments on “#4: The Incomparable Deductions of Police Constable Sir Nicholas Spratt — The Early Years”

  • Koro the Great says:

    First (and least importantly), you have your GiaW out of order on the sidebar under pages, unless you’re ordering alphabetically instead of numerically…

    Anyways, this is really fun. I beat Professor Layton and the Curious Village a few weeks ago and it really gave me a craving for games of this sort. I played through this a few times, and it seems like the murderer isn’t very good at lying. It was pretty easy to tell which person was the murderer, and once you knew that it was just a matter of scrolling around the data you have to find the times. It took me just a couple minutes per game to figure out everything, except in one case where it seemed ambiguous as to when things happened. Looking through all the evidence, there were multiple times the murderer could have picked up the weapon, so I found that I just had to guess. The situation was that the murderer was in the room with the weapon right before the murder for two time-steps, so I didn’t know if he picked it up right when he got there, or as he was leaving. Also when the weapon was normally stored in the place where the murder took place I wasn’t exactly sure whether the game would allow the murderer to pick up the weapon AND kill the victim at the same time in the same place, so I figured he had picked it up earlier, found out when that was, and was right. I may have just gotten lucky though.

    It’s really fun for a prototype. I’m not sure how much effort you want to put into this, but I think slowing the pace down a lot would make it more enjoyable and atmospheric. Half the fun of these games is walking around the mansion talking to people, instead of just immediately knowing everything that everyone has to say. That would be way too much polish to pull of in a week, though =P I’m really impressed that you got all this done in just a week! Great job.

  • trevor says:

    I finally managed to fix the ordering of the GiaW; this silly new version of WordPress has moved everything around! :)

    Thanks for the nice comments! I tried to do my best to make the murderer lie well, but using only knowledge he could legitimately have. In retrospect, I can think of a few improvements to the murderer’s lying strategy that should help a little, but it’s a tricky problem! (And no, the game will not actually let the murderer pick up and use the murder weapon in a single move. Maybe I should keep the murder from occurring in the study, in order to stop that confusion.)

    A do agree about the pacing; I really want to make a version of this where the player moves around the mansion, actually questioning the witnesses. I’d like to have motives built in, have every character be hiding something, have the player pick up clues, etc.. but virtually all of the development time in this week went into just building the murder timeline; there wasn’t time for any interface niceties.

    So I’ll definitely be returning to this concept sometime soon (although I’ll probably do something more traditional for the next Game in a Week.. I feel silly spending all this time integrating Box2D, and still not having ever used it for anything real!)

  • Very interesting! I’ve also been thinking about how to create a deductive murder mystery game. I’m a big fan of Everett Kaser’s logic games (kaser.com) and was thinking the game might have some sort of checklist grid that would enable one to record deductions.

    One minor thing that would increase playability of the game as it stands: List the important info about the crime (time of death, weapon positions) on the main gameplay screen, rather than forcing the player to remember it from the intro screen. Actually the weapon could show up on the map itself at 8:00pm and 2:00am.

    Also key repeat doesn’t work; it would make scrolling through timelines a lot easier.

  • Balakirev says:

    You might want to check out Murder on the Zinderneuf, a 1980s title published by EA that pretty much did what you’re doing, save that it added some additional gameplay elements. A modern game based on it is The Butler Did It, with a good tracking system for evidence, and a very annoying soundtrack that can’t be turned off.

    But basically, I think the kind of thing you’re onto, here, is quite good, provided the system can be fleshed out with a few more gameplay ideas (such as that tracking system, an awards screen, the ability for more than one suspect to be guilty or for two simultaneous crimes, etc).

  • Grant Gould says:

    I tried this game — I’m eager to see it — but it got about 1 fps on my (relatively recent) mac, then crashed. Crash info follows:

    Date/Time: 2008-06-28 19:35:48.734 -0400
    OS Version: 10.4.11 (Build 8S2167)
    Report Version: 4

    Command: Mystery
    Path: /Volumes/NicholasSpratt-1.0.0-OSX/Mystery.app/Contents/MacOS/Mystery
    Parent: WindowServer [1785]

    Version: VectorStorm version 0.1 (1.0)

    PID: 2384
    Thread: 0

    Exception: EXC_BAD_ACCESS (0×0001)
    Codes: KERN_PROTECTION_FAILURE (0×0002) at 0×00000000

    Thread 0 Crashed:
    0 com.yourcompany.VectorStorm 0x000031b8 vsScreen::GetLayer(int) + 250
    1 com.yourcompany.VectorStorm 0x0000e721 vsFailedAssert(std::basic_string<char, std::char_traits, std::allocator > const&, std::basic_string<char, std::char_traits, std::allocator > const&, char const*, int) + 675
    2 com.yourcompany.VectorStorm 0×00009873 fsFile::fsFile[not-in-charge](std::basic_string<char, std::char_traits, std::allocator > const&, fsFile::Mode) + 589
    3 com.yourcompany.VectorStorm 0x0000f8af vsPreferences::Save() + 61
    4 com.yourcompany.VectorStorm 0x0001028b vsSystem::Deinit() + 21
    5 com.yourcompany.VectorStorm 0x0000a66c core::Deinit() + 22
    6 com.yourcompany.VectorStorm 0x0000a850 SDL_main + 76
    7 com.yourcompany.VectorStorm 0x0000c033 -[SDLMain applicationDidFinishLaunching:] + 66
    8 com.apple.Foundation 0x927f1237 _nsnote_callback + 230
    9 com.apple.CoreFoundation 0x908563d2 __CFXNotificationPost + 345
    10 com.apple.CoreFoundation 0x9084db51 _CFXNotificationPostNotification + 600
    11 com.apple.Foundation 0x927e97c8 -[NSNotificationCenter postNotificationName:object:userInfo:] + 121
    12 com.apple.Foundation 0x927f0769 -[NSNotificationCenter postNotificationName:object:] + 55
    13 com.apple.AppKit 0×93299976 -[NSApplication _postDidFinishNotification] + 124
    14 com.apple.AppKit 0×93299860 -[NSApplication _sendFinishLaunchingNotification] + 67
    15 com.apple.AppKit 0x9329935d -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 273
    16 com.apple.AppKit 0x93298f28 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 96
    17 com.apple.Foundation 0x927f6f21 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 447
    18 com.apple.Foundation 0x927f6d4b _NSAppleEventManagerGenericHandler + 91
    19 com.apple.AE 0x915236c5 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 147
    20 com.apple.AE 0x915235f6 dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 44
    21 com.apple.AE 0x915234c2 aeProcessAppleEvent + 190
    22 com.apple.HIToolbox 0x92df4084 AEProcessAppleEvent + 37
    23 com.apple.AppKit 0x9329711d _DPSNextEvent + 1044
    24 com.apple.AppKit 0x93296b37 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 137
    25 com.apple.AppKit 0x932908c4 -[NSApplication run] + 512
    26 com.yourcompany.VectorStorm 0x0000c79a main + 1571
    27 com.yourcompany.VectorStorm 0×00002012 _start + 216
    28 com.yourcompany.VectorStorm 0x00001f39 start + 41

    Thread 1:
    0 libSystem.B.dylib 0x90009cd7 mach_msg_trap + 7
    1 com.apple.CoreFoundation 0x9082d227 CFRunLoopRunSpecific + 2014
    2 com.apple.CoreFoundation 0x9082ca42 CFRunLoopRunInMode + 61
    3 com.apple.audio.CoreAudio 0×91469356 HALRunLoop::OwnThread(void*) + 158
    4 com.apple.audio.CoreAudio 0×91469171 CAPThread::Entry(CAPThread*) + 93
    5 libSystem.B.dylib 0×90024227 _pthread_body + 84

    Thread 2:
    0 libSystem.B.dylib 0x90047dd7 semaphore_timedwait_signal_trap + 7
    1 com.apple.audio.CoreAudio 0x914765a4 CAGuard::WaitFor(unsigned long long) + 212
    2 com.apple.audio.CoreAudio 0x914764c6 CAGuard::WaitUntil(unsigned long long) + 66
    3 com.apple.audio.CoreAudio 0x91474e42 HP_IOThread::WorkLoop() + 690
    4 com.apple.audio.CoreAudio 0x91474b8b HP_IOThread::ThreadEntry(HP_IOThread*) + 17
    5 com.apple.audio.CoreAudio 0×91469171 CAPThread::Entry(CAPThread*) + 93
    6 libSystem.B.dylib 0×90024227 _pthread_body + 84

    Thread 0 crashed with X86 Thread State (32-bit):
    eax: 0×00000000 ebx: 0x00029e24 ecx: 0x3f800000 edx: 0×00000000
    edi: 0x0266ea00 esi: 0x3f800000 ebp: 0xbfffeb28 esp: 0xbfffeae0
    ss: 0x0000001f efl: 0×00010202 eip: 0x000031b8 cs: 0×00000017
    ds: 0x0000001f es: 0x0000001f fs: 0×00000000 gs: 0×00000037

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    0x93e67000 – 0x93e67fff com.apple.audio.units.AudioUnit 1.4.3 /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit
    0x93e69000 – 0x9402afff com.apple.QuartzCore 1.4.12 /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore
    0×94070000 – 0x940b1fff libsqlite3.0.dylib /usr/lib/libsqlite3.0.dylib
    0x940b9000 – 0x940f3fff libGLImage.dylib /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib
    0x940f8000 – 0x9410efff com.apple.CoreVideo 1.4.2 /System/Library/Frameworks/CoreVideo.framework/Versions/A/CoreVideo
    0x942a2000 – 0x942b1fff libCGATS.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCGATS.A.dylib
    0x942b8000 – 0x942c3fff libCSync.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCSync.A.dylib
    0x9430f000 – 0x94329fff libRIP.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libRIP.A.dylib
    0x9432f000 – 0x94646fff com.apple.QuickTime 7.4.5 (67) /System/Library/Frameworks/QuickTime.framework/Versions/A/QuickTime
    0x96f95000 – 0x96f95fff com.apple.vecLib 3.3.1 (vecLib 3.3.1) /System/Library/Frameworks/vecLib.framework/Versions/A/vecLib
    0x9750f000 – 0x975e6fff libGLProgrammability.dylib /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib
    0×97601000 – 0x97602fff libGLSystem.dylib /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLSystem.dylib
    0×97604000 – 0x97609fff com.apple.agl 2.5.9 (AGL-2.5.9) /System/Library/Frameworks/AGL.framework/Versions/A/AGL
    0x9760f000 – 0x97653fff com.apple.glut 3.3.9 (GLUT-3.3.9) /System/Library/Frameworks/GLUT.framework/Versions/A/GLUT
    0×99075000 – 0x9a006fff com.apple.QuickTimeComponents.component 7.4.5 (67) /System/Library/QuickTime/QuickTimeComponents.component/Contents/MacOS/QuickTimeComponents

    Model: MacBook2,1, BootROM MB21.00A5.B07, 2 processors, Intel Core 2 Duo, 2 GHz, 1 GB
    Graphics: Intel GMA 950, GMA 950, Built-In, spdisplays_integrated_vram
    Memory Module: BANK 0/DIMM0, 512 MB, DDR2 SDRAM, 667 MHz
    Memory Module: BANK 1/DIMM1, 512 MB, DDR2 SDRAM, 667 MHz
    AirPort: spairport_wireless_card_type_airport_extreme (0x168C, 0×87), 1.3.5
    Bluetooth: Version 1.9.5f4, 2 service, 1 devices, 1 incoming serial ports
    Network Service: AirPort, AirPort, en1
    Serial ATA Device: ST980811AS, 74.53 GB
    Parallel ATA Device: MATSHITACD-RW CW-8221
    USB Device: Built-in iSight, Micron, Up to 480 Mb/sec, 500 mA
    USB Device: Apple Internal Keyboard / Trackpad, Apple Computer, Up to 12 Mb/sec, 500 mA
    USB Device: Bluetooth USB Host Controller, Apple, Inc., Up to 12 Mb/sec, 500 mA
    USB Device: IR Receiver, Apple Computer, Inc., Up to 12 Mb/sec, 500 mA