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Reunion - It's been so long...

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I bet you don’t remember.
It’s time to meet up again.
I do hope you’ll agree.

It’s been so long since I last saw you...


Genre: Horror
Maker: RPG Maker XP
Website: http://www.deadwaterproductions.com/games/reunion
Company Site: http://www.deadwaterproductions.com

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8/1/10 - Yes, it's making a return. I haven't been around for the past few months (not that anyone will have missed me :eek:uch: ) because of different circumstances, and I don't know how often I'm going to be online from now on. But I wanted to get back to doing something, and since I didn't want to do any work on my other game (I'm a bit stuck with it at the moment) I thought I'd come back to this. So, here I am.

‘Reunion’ is a new project that I will be working on at the same time as my main project Last Man’s Stand. It may end up being shorter than the average game, or I may stretch it out to be 5-6 hours or something. It depends on how much support and comments I get. Although this is posted in Concept Development, I have made a start on some of the systems and graphics. But the game is still very much in the concept stage. That’s all I wanted to say. Thank you for reading in advance.

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All five letters had been posted, the tickets sealed inside. The addresses marked clearly their targets, and for them, there was no escaping them. Not that they knew what the thin envelope contained. Yet.

The letter arrived on Rick Tailor’s doorstep two days after it was posted. In it he found a letter written from an apparent old friend of his, who he knew as a child. He also found a ticket and a list of instructions and addresses to get to a ski resort up in the Alps. The letter told him of a surprise, and that his friend would meet him at the bottom of the slopes, near the entrance. Intrigued by who his mystery friend was, he made his arrangements, and drove to the airport on the day specified in the instructions. A small plane was waiting for him. As there was for four others, and, one by one, they found themselves all waiting at the entrance for their ‘friend’.

‘Look, there’s a cable car!’

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The game follows five people drawn together by a letter they all received, telling them to meet an old friend of theirs. When the mentioned friend does not appear, the group decides to try and find out what’s going on. The ski resort where they have been taken is in the middle of nowhere, hidden in the Alps, and on closer inspection, appears to be long since abandoned. Therefore, it comes as a shock to all of them when a battered cable car comes down to meet them, seemingly by its own accord. With nowhere else to shelter, they decide to enter it to keep warm, and on the chance that there is an emergency telephone inside. When they enter, however, the car begins moving by itself again. The car, though battered, holds till the top, where they get out as quickly as possible. And as soon as they get out, the line suddenly snaps, causing the car to plummet down to the slopes below. Now trapped in the resort itself, Rick takes charge and tells everyone to start looking for shelter and a way to inform someone where they are. There is no such luck, however. As they continue to search for answers to what is going on, one after another, the five drop in numbers.

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RichardTailor.png

There must be an explanation...
Age: 26

Rick is the adopted son of a wealthy family of lawyers. He is well cared for, and when he achieved high grades at his school, his adopted parents paid for him to go to University. There, he studied for five years to become a lawyer as his parents wanted. Though it was not exactly what he wanted to do, he eventually succeeded, and won his first case. He was settling into a partnership with a friend he had met at University when then letter inviting him to the Alps arrived. He is a natural leader, inquisitive, and not at all superstitious, but rarely smiles and can sometimes be childishly moody.

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But I know I’ll fail...
Age: 24


Sarah is a teacher for junior school pupils. Unlike Rick, it is what she has always wanted to do, and her adopted parents were more than happy to let her. She studied for 3 years but in her final test, she failed, meaning she had to stay on at University for an extra year. Because of this, she doesn’t believe in herself, and is happy to follow others orders in the fear that if she did it herself, she would do something wrong. She is quite shy and quiet, but when she speaks up, she is kind and warm.

RachaelBailey.png

I live how I want...
Age: 25

Like Rick, Rachael doesn’t like being ordered around, and likes finding her own ways to do things. She, too, is dark and moody, and because of this, her adopted parents saw her as a ‘problem child’ when they took her in. They thought they could change her to think of happier things, but Rachael was not going to change, and found this annoying. She didn’t go to University, instead joining a rock band to her adopted parent’s distaste.

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I’ve got this far...
Age: 24


Neal is a market salesman for a jewellery company. He didn’t go to University for long, but had a good head for sales and marketing, and therefore got the job he applied for. His adopted parents wanted nothing more for him to be happy (feeling that he deserved it after losing his parents and being put in an orphanage), and so supported him in what he did. Because of this, he is a happy, calm person, but has little experience in doing things for himself, and is used to being spoilt.

MelanieTomkins.png

We mustn’t fight each other...
Age: 22

The youngest of the five people to receive the letter, Melanie is still at University, studying social skills. It was the holidays when she received the letter, and so decided to take a break and go along. Her adopted parents treat her well, but both work away in different countries a lot of the time, so Melanie learnt from an early age to fend for herself. She, like Neal, tries to be calm, and is good and solving problems. A lot of the time, however, she is merely hiding her emotions, as she has taught herself.

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The House: A large house toward the back of the skiing resort. It is a lot older than the resort itself, it contains rooms and corridors forgotten by the owner. When the resort was running, it would have been the holiday home for the owner, but only some of it was used as a modern building. The further back you go into the mansion, the older the rooms, and what's there, get.

The Hotel: A smaller building than the original house, the hotel was open to those who came to the ski resort. It has a collection of rooms inside it, as well as a restaurant, and a group of small rentable houses around the side.

The Caverns: Beyond the main resort, spreading into the back of the mountain and around the ski slope itself, is a labyrinth of passages and caves that are naturally formed into the mountain. It was eventually closed off to the public, but guided tours of the cavarns were given before a man slipped and fell into the depths of one of the caves.

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‘Reunion’ will include a few custom features to add to the experience.

Restricted Vision: The game will constantly restrict what you can see on the screen at one time. While outside, constant snowstorms will rage around you, meaning you can only see what’s directly ahead. While inside, the character you control will have an oil lamp that illuminates what would otherwise be complete darkness. You only have a small part of the map illuminated, however, and your lamp can only hold a certain amount of oil at once. An indicator in the bottom left hand corner will show how much oil is left in your lamp, and it will slowly drop down. When you run out of oil, your light goes out. You must keep your supply off oil up at all time, by finding refills around the resort you are in. Your lamp is your main weapon as well. Though things may appear in your light at times, and some things are not affected by light, the moment your lamp runs down, everything hiding in the shadows will attack you, meaning an early death for the player you controlled at that moment.

A Large Area: The ski resort you are stuck in has 5 main areas to explore, each one containing puzzles, and things waiting to scare the player. Because of the size of the area, and the lack of people, you will hopefully feel a sense of being completely on your own. There is also a distinct lack of places to hide in. Something will find you wherever you are.

Swappable characters: As there are five characters in the group at the start, you get the chance to control all of them. This will be done by cycling through the characters. However, unlike most RMXP games with multiple playable characters, when you swap, the characters can be in different locations, even on different maps. This means that puzzles that require a switch to be pulled to open a door with a timed lock can be achieved, by letting one player pull the leaver, and the other to get through the door before it closes again.

Apart from these main features, ‘Reunion’ also contains a custom title screen, a ‘proper’ storyline not normally present in horror games (meaning there is a reason why everything is happening) and, although the game will use RTP, custom sprites and tiles.

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This is a screen from the opening sequence, as the cable car sways down the wire.

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The inside of the main house. Shows the main character, Rick, with an oil lamp. The meter at the bottom left shows how much oil is left in the lamp. When it runs down, the light goes out, and it's game over.
 
Sounds promising so far, although the one thing that irks me plotwise is the battered cable car which comes down.
I mean, why would they get in? That's got to be on the list of top 10 stupid things to do if you want to die. You've been left alone with four strangers and your friend fails to show up.. that's got to be some sort of warning.
I know the game isn't based on realism, but for all those assholes out there wouldn't it be great if a message could come down in the cable car, or just leave the entire 'I'll meet you at the bottom' bit out.
Also, I can see where you're going with the restricted view thing, but loads of games have made it near impossible to see for the sake of horror, so hopefully you would go ZOMG DARKNESS. Also, what would happen if your oil lamp ran out of oil? Would you just be left to scramble around in the dark? And what happened to flashlights?
I'd be happy to judge the rest of the plot should you put up any spoilers here.
 
Thanks for the comments. I know it sounds slightly stupid to get in the cable car, but the five are out in the middle of a blizzard with no shelter, phone, or food, and they get in the cable car to escape it. The car then starts up again by its own. The restricted vision isn't unbearably so, and you can see an outline of the room beyond. The restriction just means there is a bit more atmosphere, and rooms take longer to explore. If the oil lamp runs out of oil, it's basically an early death for that character, which means no scrambling anywhere. You just switch to playing as the next character. Flashlights are overdone in horror games, so in this, the one they do have between them dies at the start. Just makes it a bit less cliche. I may post more of the plot later, but at the moment, I'd rather leave the main part of what's really going on a secret. Unless anyone desperately wants to know.
 
Edited the first post to include that bit of the storyline, and added the three main locations the game takes place around. Has no one else got any comments?
 
Hi! As an avid player of horror games and as a respected RPG Maker developer of them as well, I make it my business to play every horror game I find. I like the pitch of your project so far and the storyline is very intriguing. Here's looking forward to a playable version!
 
Thank you. I've seen your projects over on RPGRevolution, and they're really good, so thank you for the comment. There should be a playable version eventually, as I have started making the game, and the intro is nearly done, so I should have something to release.
 
Still no more comments? Well, I have a bit of an update. My new site has been released, and I have posted some exclusive screens from the game that can't be found here, so if you want to see them, go over to http://www.deadwaterproductions.com and check the Reunion board. The site's for all our (DeadWater Productions) games, and also somewhere where you can post your own resources, projects and stuff.

But anyway, first two screens of this are over there.
 
I have to say, this concept seems quite interesting. It reminds me of Agatha Christie's And Then There Were None (five guests mysteriously invited to a ski resort with no means of leaving?). But despite the resemblance, I'm sure it can be played out well.

I'm not too enthusiastic about restricted vision (those features generally annoy me; make sure the window's not too small), but swapping characters seems like an intriguing one. Just wondering, though, if there are some puzzles that involve multiple people, would it become unplayable if four characters die?
 
lol, thanks anyway Arbiter. I will eventually be changing the windowskin for the menu, so when I do, the HUD will change with it.
Regi, I once played a bit of the game of And Then There Were None, and to be honest, I'd forgotten that that was the storyline. I probably subconsciously remembered it when I wrote out the concept, but hopefully I'll be able to move away from that aspect. I'm sorry about the restricted vision, but having to refill the oil in the lamp and having the fear of it running out adds to the gameplay. There will be 'safe' rooms within the main buildings where cracks mean light floods in, giving you time to explore a bit better, and outside won't be restricted as much, but other than that, the feature will stay. Most puzzles that require swappable characters will only require 2 or 3 characters, and if those characters die before their time in the story, most puzzles will just mean more walking for the player, but when you get down to three players, you should be considerably through the storyline not to need the others. But if you do get them killed earlier, you won't get to find out as much about whats going on as you'd like. So that's an incentive to keep them alive.
 
Ok, I have an update. The post has been updated with the first two screens, and has had a little layout change. Moderators, can someone move this to Project Discussion now please?
 
This sounds promising!
I have to say I was suprised seeing Rick's bio, because I have an adopted lawyer character in my project as well, so this gives you a bonus already xD
I'm guessing that to a certain extend family relations play a role in your game too, seeing all chars are adopted. I think that's a nice idea, cuz it gives you the opportnity for some nice twists, but it would have been more interesting to not know that from the start maybe. Like later discovering that this and this person were also adopted(if that even matters much, I don't know but I guess so due to the title), just seems like you revealed something already that could have created a nice aha-effect.
Anyways, I really like that the setting is not restricted to just one house, which is so over used. So well done on that. Your features are intersting as well, the character swapping sounds cool.
What I dislike a bit is the fact that your characters meet as strangers at an unknown location. My problem with the Horror genre is that it's often so illogical. Out of 5 people I think one would at least bring a friend or so. And yes the letter may state you are supposed to come alone but still, would I go alone on a plane with 4 strangers? I dont know.
Or would all of them immediately agree to find out why their friend isn't there...I hope you get the point. You have 5 individuals and what I would want to see is different opinions and not just pure agreement.
Of course, I can't say anything about the story really and its not bad at all, but maybe take it as a hint =)

Good luck with your project!
 
Whoa, that oil lamp thing looks pretty neat. As I said at RMRK, the storyline is awesome; it's mysterious, and best of all, it actually makes sense.

Good luck with your project ;)
 
Thanks both of you:
@Lune de la Cruor: I don't really want to spoil anything, but Neal and Melanie actually do know each other. As for going alown on a plane, the 5 don't meet until they are in the resort. Each were flying on totally differently aranged flights, and at slightly different times, so as they did not meet before. This has all been arranged by the sender of the letters. On the matter of them agreeing on what to do, they do not. Two of the characters, Richard and Rachael, completely disagree all the time, and argue repeatedly. Which ends badly for one of the characters. Thanks for commenting.
@Lazer Kirby: Thanks, I like how the Oil Lamp turned out as well.
 
Hi all. I'm back. I haven't been around for the past few months (not that anyone will have missed me :eek:uch: ) because of different circumstances, and I don't know how often I'm going to be online from now on. But I wanted to get back to doing something, and since I didn't want to do any work on my other game (I'm a bit stuck with it at the moment) I thought I'd come back to this. So, here I am. I thought to kick everything back into motion, I'd post some brand new screens and some new info about the game. Probably nobody will remember about the game anyway. So read the main post again and get commenting.

---UPDATE---

So, now that's said, time for me to share an update. The Swappable characters system is complete, so you can swap between the 5 characters at will and complete puzzles that require more than 2 or more characters in different places. The storyline has also been slightly reworked to add a bit more depth to the plot. So, to finish this update off, some brand new screens.

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This is taken right after the first character, Rick, arrives at the resort.

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And here you can see the inside of the cable car station. Well, a bit of it.

So, thats it. Please comment on everything, give me feedback and your opinion. I hope to be updating this shortly.
 

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