- May 16, 2022
- Reaction score
- First Language
- Primarily Uses
SECTION A: SYNOPSIS
The general idea of the game, starting out, is that you are in an old house that is soon to be demolished and has been stripped of the most obviously valuable items, with only some unsold furnishings remaining. You need to search for some rumoured items that were apparently lost in the house by the historic family over the ages, and have not been discovered in the rush to loot and gut the main part of the estate.
This is a side-on exploration game where you must search, collect and use objects in order to solve puzzles and retrieve the ‘treasures.’
This is presented in a black-and-white ‘retro’ graphical style reminiscent of early CGA or Hercules graphics type of PC games, while period music is played in the background in an attempt to evoke a cense of old-world atmosphere in the player.
All graphics are original, by me.
Sound is a mixture of old recordings that are in the Public Domain.
sound effects are ether original (mostly made by me creaking or banging things etc.) or clips of stock PD sounds.
This would be a free game, made with XP and primarily used to test the RPG maker waters!
As you progress with finding more objects strange things start to happen, and it becomes apparent that the house is haunted. It then becomes a game of avoid the ‘monsters’ and find the objects before your final escape, which isn’t really an escape but puts you back in time as the gameplay suddenly becomes more story driven.
Specific questions would be:
How much, if any, hint that the game changes later on should be in the first stage?
Does the first stage sound too dry to hold your attention?
Would the graphics style be interesting, or just put you off?
Would ‘old’ music, played low in the background, put you off?
(By old I mean classical to (intentionally) scratchy 1920 and up. Not pre-2000 which a lot of people would now call ‘old’)
SECTION B: CHARACTERS
You play a, down on your luck, antiques dealer. Who has been hired by the last remaining son of an old aristocratic family to search ‘the old pile,’ his ancestral home, for a list of possibly overlooked treasures. Although your employer appears a bit furtive about the transaction you need the money. And were persuaded by the promise of a 10% commission on anything you find.
SECTION C: STORYLINE/PLOT
The game starts out with you entering the house with your list of rumoured ‘treasures’ and begins as a find-the-item search/puzzle type game. As you discover more items weird things start happening as ‘monsters’ begin to attempt to hinder you from your task. Once you have the items on you list you make for the front door.
This is where a normal fetch-task game would end, but instead of fleeing the house you find yourself back in the house but in the past.
The game now becomes more story driven as you see the events play out behind the items you have just collected.
At this point the game is a bit more ‘interactive novel’ like, with the players ignoring you, and going through their story. With what you find out depending on what you do and where you go.
Although, you are also followed by the monsters/ghosts previously encountered, which now seem les frightening and more pleading, asking you to do the ‘right’ thing.
In the end it turns out that these restless spirits want something specific to happen to the collected objects and not for them to be sold at auction. You, the player, have to decide what to do. Help yourself and your family with your cut or do as the spirits want, which invariably means destroying or loosing your loot in some way.
**I’m not sure what style to employ for the second part yet. It can be similar to the first part and only slightly more visual-novel like. Or I can try for an all-out visual novel approach. I would welcome thoughts on this.
SECTION D: SETTING AND/OR WORLD DEVELOPMENT
The gameplay is all set in an old house...
The initial setting is in the present day, where the dilapidated and almost stripped bare house is a shadow of it’s former self. This is where the item-search type gameplay is done.
The second half of the game is set in the same house, but in the past where scenes of the history of the items you have collected are shown. Along with the outcome of your choices.
I know this idea is a bit different from most games on here, but would appreciate your thought on this.
Thank you for looking.