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The Crimson Diamond - inspired by The Colonel's Bequest

eviltentacle

Novice
Joined
Nov 3, 2019
Messages
8
She’s finished the game, it’s in the testing phase now and finishing off the intro art (yes that is a placeholder :)). It should be released this year.
The demo is easy but there are things in there you can miss. There are also at least 2 deaths in the demo I can think of. Apparently the game has a Laura Bow 2 style questionnaire at the end so while finishing it I guess will be easy, hopefully getting everything right and finding all the secrets will be harder.
 

Modron

Arcane
Joined
May 5, 2012
Messages
10,658
Well it does seem like it's coming out this year, but probably after the second quarter since she is retiring the prologue in May: https://store.steampowered.com/news/app/1242790/view/4145072064645876759
The Crimson Diamond: Chapter 1 is retiring May 13, 2024!
Full game is releasing this year!

I'm excited to announce that the full game of The Crimson Diamond is launching this year! To minimize confusion, I will be retiring The Crimson Diamond: Chapter 1 from the Steam store on May 13, 2024. The demo will still be available on The Crimson Diamond's Steam store page!



Thank you for all of your reviews and feedback. I've read all of it and appreciate it very much. I hope you'll enjoy the full game (all seven chapters of it!) when it launches in 2024!

To keep up with developer updates, you can subscribe to my mailing list here: https://www.thecrimsondiamond.com/subscribe.html

To give feedback about The Crimson Diamond, contact: feedback@thecrimsondiamond.com

I also livestream game art development (no spoilers) on Twitch at 8pm Eastern on Tuesdays: www.twitch.tv/a_maplemystery and post the VODs on my Youtube channel: www.youtube.com/c/JuliaMinamata

I'm also on Twitter: twitter.com/JuliaMinamata

A big thanks to everyone, and best wishes!

-- Julia
 

Darkozric

Arbiter
Edgy
Joined
Jun 3, 2018
Messages
1,773
The art is brilliant in this game, and maximum respect for sticking with authentic EGA limitations.

Oh, and text parser!
Yes but what about gameplay and length? I see you're eager to take the visual bait, maximum respect only if the game turns out to be actually good.
 

Rincewind

Magister
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The art is brilliant in this game, and maximum respect for sticking with authentic EGA limitations.

Oh, and text parser!
Yes but what about gameplay and length? I see you're eager to take the visual bait, maximum respect only if the game turns out to be actually good.
Yeah, I guess we'll have to try and see. But the graphics are spot-on, and that's like 30-50% of a good Sierra-style graphical adventure.
 

Morpheus Kitami

Liturgist
Joined
May 14, 2020
Messages
2,630
The art is brilliant in this game, and maximum respect for sticking with authentic EGA limitations.

Oh, and text parser!
Yes but what about gameplay and length? I see you're eager to take the visual bait, maximum respect only if the game turns out to be actually good.
Based on the author streaming some EGA games and seemingly sticking to walkthroughs a ton there, something tells me that the game is going to be lacking in that respect.
 

Darkozric

Arbiter
Edgy
Joined
Jun 3, 2018
Messages
1,773
Based on the author streaming some EGA games and seemingly sticking to walkthroughs a ton there, something tells me that the game is going to be lacking in that respect.
Yeah I've got the same impression, having a 30% or whatever percent of a sierra game is something that I'm not interested in.
 

El Presidente

Arcane
Joined
Nov 3, 2018
Messages
1,569
Location
Oval Office
The art is brilliant in this game, and maximum respect for sticking with authentic EGA limitations.

Oh, and text parser!
Yes but what about gameplay and length? I see you're eager to take the visual bait, maximum respect only if the game turns out to be actually good.
Based on the author streaming some EGA games and seemingly sticking to walkthroughs a ton there, something tells me that the game is going to be lacking in that respect.
:negative: Didn't know that, oh welp I still want to believe.
 

eviltentacle

Novice
Joined
Nov 3, 2019
Messages
8
The demo gives you a to-do list in your notebook which is EZ stuff, but there are a few things I know of that you can do beyond that - one is quite sneaky and a lot of people will miss. I noticed one or two other things have also been snuck in since the earlier demo that are missable. It gives me some hope that there will be a few puzzles in there besides the beautiful art.
 
Joined
Mar 15, 2014
Messages
718
The art is brilliant in this game, and maximum respect for sticking with authentic EGA limitations.
It is, no doubt about that. Only one thing: EGA games back in the day didn't use to show us the mixed surfaces (the dotted ones) as they were blurred into another shade of the main color they consisted of. It was a brillant trick used by graphic programers back then to give the player the impression of more colors than there actually were there (and more than were technically possible with EGA). CRT-screens did the magic and gave the games that blurred image which created these fake colors (Scummvm lets you actually emulate this effect with a special setting). By mimicking the dotted surfaces in a modern game this is missed. The games of the era were not intended to appear this way on the screen. I'd love if at least there was some kind of CRT-filter to play the game as it would have appeared back then.

Two examples (made with Scummvm):
Screenshot-2024-03-23-212148.png

Screenshot-2024-03-23-212844.png
 
Last edited:

Rincewind

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Only one thing: EGA games back in the day didn't use to show us the mixed surfaces (the dotted ones) as they were blurred into another shade of the main color they consisted of. It was a brillant trick used by graphic programers back then to give the player the impression of more colors than there actually were there (and more than were technically possible with EGA).
Sorry but not true. I've researched this extensively when creating my authentic PC monitor emulation shaders for DOSBox Staging.

EGA monitors (and even CGA but to a lesser extent) were *tack sharp* as IBM PC monitors were designed for business applications first and foremost. The primary use case was staring at 80-column text and spreadsheets all day, and if you make 80-column text sharp at 640 pixels of horizontal resolution, pixels in 320 pixel wide modes will appear as quite distinct little blocks.

Consequently, checkerboard dither on EGA art was clearly visible, there was no blurring and blending going on. I can back this up with a collection of photos of real EGA monitors and you can check out my EGA shader examples on our website which are pretty good approximations of the EGA monitor look.

https://dosbox-staging.github.io/

If you think about it, 80-column text on 80s CRT TVs and lesser home computer monitors (which were basically small higher-quality TVs) was very hard to read and quite blurry. Such TVs blurred 320x200 checkerboard dither somewhat, especially via composite or RF input, but still not perfectly.

That's the reason why practically all home computers defaulted or only supported 40-column text. IBM's EGA monitors were digital (yeah, more than a decade before DVI!) and quite expensive, all in the interest of sharp 80-column text. An EGA monitor could cost more than your typical home computer.

I assure you that ScummVM feature is a fantasy setting and it's nothing how EGA games looked back in the day. Even my Philips CM8833-II (basically the same as the iconic Commodore 1084S) I used with my Amiga 500, which was less sharp than EGA monitors, displayed checkboard dither as distinct checkerboard patterns in Sierra ports. I did spend considerable time in Deluxe Paint pixeling, and on Amiga monitors you could indeed make dithering almost "melt away", but you had to use colours close to each other for that. That did not work with the very contrasty, by-the-numbers 16-colour CGA/low-res EGA palette.
 
Joined
Mar 15, 2014
Messages
718
Only one thing: EGA games back in the day didn't use to show us the mixed surfaces (the dotted ones) as they were blurred into another shade of the main color they consisted of. It was a brillant trick used by graphic programers back then to give the player the impression of more colors than there actually were there (and more than were technically possible with EGA).
Sorry but not true. I've researched this extensively when creating my authentic PC monitor emulation shaders for DOSBox Staging.

EGA monitors (and even CGA but to a lesser extent) were *tack sharp* as IBM PC monitors were designed for business applications first and foremost. The primary use case was staring at 80-column text and spreadsheets all day, and if you make 80-column text sharp at 640 pixels of horizontal resolution, pixels in 320 pixel wide modes will appear as quite distinct little blocks.

Consequently, checkerboard dither on EGA art was clearly visible, there was no blurring and blending going on. I can back this up with a collection of photos of real EGA monitors and you can check out my EGA shader examples on our website which are pretty good approximations of the EGA monitor look.

https://dosbox-staging.github.io/

If you think about it, 80-column text on 80s CRT TVs and lesser home computer monitors (which were basically small higher-quality TVs) was very hard to read and quite blurry. Such TVs blurred 320x200 checkerboard dither somewhat, especially via composite or RF input, but still not perfectly.

That's the reason why practically all home computers defaulted or only supported 40-column text. IBM's EGA monitors were digital (yeah, more than a decade before DVI!) and quite expensive, all in the interest of sharp 80-column text. An EGA monitor could cost more than your typical home computer.

I assure you that ScummVM feature is a fantasy setting and it's nothing how EGA games looked back in the day. Even my Philips CM8833-II (basically the same as the iconic Commodore 1084S) I used with my Amiga 500, which was less sharp than EGA monitors, displayed checkboard dither as distinct checkerboard patterns in Sierra ports. I did spend considerable time in Deluxe Paint pixeling, and on Amiga monitors you could indeed make dithering almost "melt away", but you had to use colours close to each other for that. That did not work with the very contrasty, by-the-numbers 16-colour CGA/low-res EGA palette.
No need for sorry! I always eager to learn and correct my rather halfbaked knowledge on these things. Thank you for taking the time to explain it indepth!
 

Rincewind

Magister
Patron
Joined
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down under
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For reference, actual photos of an EGA monitor in action. Zoom in to 100% magnification.

oB91PW3.png


36dLv8s.jpeg


MZxwX9E.png
 

AndyS

Augur
Joined
Sep 11, 2013
Messages
536
Yeah, I was going to say that I played all those Sierra games and the dithering was really obvious on my monitor. They were doing it to create extra shading in their images, but it certainly didn't get blurred into a solid image. If it had, I would have worried something was wrong with my monitor.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
98,753
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/1098770/view/4181109102054767011

The Crimson Diamond Launch Date Revealed!
August 15, 2024! Wishlist and follow to be notified!

The Crimson Diamond will launch on August 15, 2024! Thanks to everyone for your patience and support. This has been a long and amazing journey. We're almost there!

The new trailer (by Gary J Kings) debuted during IGN Live on June 7. Here's the trailer (with clips not seen until now!)!

The Crimson Diamond demo has been reactivated! It's new and improved. There is now a menu bar that pops up when the cursor is moved to the top of the screen, and in-game map you can obtain (no fast travel, though!), and a few more cupboard contents. And best of all, bug fixes!

The game is also in June's Steam Next Fest and the Women-Led Games event. I'll be doing a special stream from The Crimson Diamond Steam store page showing the new demo on
Monday, June 10 at 8pm Eastern!
I'll also be happy to answer any questions about The Crimson Diamond's development! Hope to see you there!


It's happening!!

-- Julia
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
98,753
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.rockpapershotgun.com/the-crimson-diamond-review

The Crimson Diamond review: an enthralling retro-inspired EGA game with modern mystery style​

READ REVIEW OF GAME
Eavesdropping on a conversation in The Crimson Diamond.Image credit: Rock Paper Shotgun/Julia Minamata

The Crimson Diamond is a proper old-school style puzzle adventure. It's 2D pixel art, with a limited colour palette as in EGA games, and you control it with a text parser, like King's Quest or one of them other Sierra adventures old men like Graham remember. It's important to mention this up front because it's very possible that, despite The Crimson Diamond's tale of betrayal, murder, and mineral rights in 1914 Canada, the text parser element will be a Rubicon you instantly can't be arsed to cross. A not unreasonable stance - though I think the text parser in The Crimson Diamond is fantastic. Such beef that I have with this adventure game is down to the specificity required to solve some of the puzzles.

If you're unfamiliar there's a tutorial, but basically what a text parser means is that you don't press buttons, you type stuff. Put in LOOK - although you don't have to use caps, I'm just doing it so this review isn't a nightmare to text parse itself - and press enter, and the game gives you a text box describing the room you're in. This might be, say, 'an old study with a large carved fireplace. To the right of the fireplace is a tapestry, and to the left of it is a display cabinet, and there's a desk in the centre of the room.'

A list of shortcut text commands in The Crimson Diamond.Image credit: Rock Paper Shotgun/Julia Minamata

And then you go up to the desk and type LOOK AT DESK, and the game will tell you the desk has two drawers, a pen and ink set, a green lamp and a blotter. EXAMINE BLOTTER and you'll find out it's green leather worn smooth from long years of use. As I said, this may immediately seem to tedious to you, but The Crimson Diamond has a really good list of shortcuts, like 'a ab' for ASK ABOUT when you're talking to someone, or using SEARCH to go through a whole chest of drawers in one go rather than OPEN DRAWER on each drawer and LOOK IN DRAWER separately. Although you can do that if you'd like. The parser has accounted for loads of inputs as well (it accepts BIN for TRASH CAN, for example), and playing around with it is impressive.


Much as I am impressed, I will admit that there are times that the parser needs a peculiarly specific output, and the verb USE isn't in play here, even when it might feel natural to, aha, use it. You can POUR KETTLE INTO SAUCEPAN but you can't USE THE HAMMER ON THE CLIFF. There are also times when the answer is disarmingly simple. I was stuck for a bit because I kept trying to break off a small chunk of ice in the ice box, when I should have just TAKEN ICE. But still! I think the parser is great, and particularly enjoyed the distinction between LOOK and EXAMINE. There's even a shortcut to leave a room by the nearest exit, and each character has a double letter code assigned to them for the parser.

There are eight characters in total, not including the player character Nancy Maple, a Canadian amateur geologist who wants to study it for real. Nancy's goal of getting some field work under her belt takes her to Crimson, Ontario, where a giant diamond was found in the belly of a fish. Nancy finds herself stranded at Crimson Lodge, where the landowner Ethan (EE) and his new girlfriend Margot (MM) live with the cook and general helper Jack (JJ), with Native handyman Nathan (NN) whose family have ancestral claims to the land the lodge is on. But Nathan's sister Nessa (SS) has turned up with her lawyer Corvus (CC) to contest Ethan's claim to the lodge (and also imply that Margot is a floozy). Meanwhile, Kimi (KK) is there to check out a colony of rare cormorants, and Albert (AA) is an official geologist sent by the government to check if there are any diamonds in the Crimson river.

Examining some scrapes in the grass in The Crimson Diamond.Image credit: Rock Paper Shotgun/Julia Minamata
Several characters have an interest in diamonds being found, while others would prefer not. And when a character who is seemingly un-diamond-related is killed, Nancy becomes a reluctant detective. Although honestly, not that reluctant. She seems to take to it quickly, and begins eavesdropping on night one, when the only conceivable peril is that she and Kimi can't get home via train and are invited to stay the night in the luxurious lodge. Nancy is a Canadian superhero whose power is LISTEN AT DOOR WITH GLASS.

In the early chapters of the game you find yourself doing a spot of more respectable geology, and must find the tools Nancy needs for a makeshift field kit - how to get the ice pick out of the frozen ice box? How to get Kimi away from the cliff face so you can take a sample of the rock? - and puzzles of that nature. Later on they become more complex, like a puzzle where you have to get a fingerprint sample from everyone, using methods as varied as combining hot wax with cookie dough, or just, you know, asking.

There are a few little turnabout bits after the murder where you can eavesdrop on people, but only if you approach from the right direction, or miss conversations entirely because you elected to follow someone else. Later still you'll run into puzzles where you might not have the answer because, for example, you didn't find a key and what it unlocked in earlier chapters. The puzzles are largely fun and well conceived, and The Crimson Diamond has some intricate trails to follow - sometimes literally - and thoughtful callbacks, as events in the lodge layer up.

Sitting at a lavish dinner table located in a lavish dining room, in The Crimson Diamond.Image credit: Rock Paper Shotgun/Julia Minamata

The lodge itself is really well put together, with two floors of rooms that are all designed to be memorable, whether that be through wallpaper as patterned and gaudy as a William Morris x Liberace crossover, or through a mystery that nags at you (the will must surely be in the study!). In contrast, the outside grounds feel a bit more of a maze, with many an outhouse to stumble upon, but this makes it feel more unsafe. The EGA style art works beautifully both indoors and outdoors, though. And actually Nancy can fall into the river and insta-death drown in the great tradition of hydrophobic game characters everywhere, so beware the outdoors indeed.

So, I'm a fan, in general. But there are a couple of places where the puzzles trip you up with a simple solution that, nevertheless, feels a bit unfair. One instance that may haunt me until my death bed involved needing some clear adhesive. I a ab adhesive'd every character, wracked my brains, went down entirely the wrong path, and eventually just grid searched every piece of furniture in every room, at which point I found a roll of plasters in a bedside drawer. Nobody had said they had plasters! The plasters weren't evident in the pixelated rendering of the room! Howmst was I to know where to look for plasters? I swear, the plasters took up at least an hour of my 6-ish playing the game.

I wouldn't normally be so specific about a puzzle, but that moment was less a Crimson Diamond and more a White Whale that I would hate to see anyone else chasing. Otherwise I think The Crimson Diamond is a beautiful piece of work, combining a love letter to the past with a modern implementation, all wrapped up in a mystery that may not have huge, shocking twists, but remains a page turner throughout. And there are bonus geology facts, too! Consider PLAYING THE GAME.

This review is based on a review build of the game provided by the developer.
 

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