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With Love, Cervantes | Updated 9/9/09

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An Adventure Game by Michael DeLally

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Developers Update
9/9/09: Due to the switch to XP, a lot of new design decisions have been surfacing. The game is going to feel more like an Adventure game. So with all these new ideas and features, I've overhauled the thread into a newer and improved concept thread. Enjoy!

7/20/09: Whatever development I currently have completed is essentially being thrown out the window. Production in VX has had it's ups and downs, and I am overall fed up with the issues with VX graphics. I thought I could do it in VX, but I can't. As of today, the game will be moved over to XP, where I can guarantee it will look much better.

I will be updating the thread as soon as I have screenshots. This way it can be moved to Project Discussion. The information here isn't necessarily outdated, but some of the story direction and the how the game starts has drastically changed. All of that will be revealed when the thread is updated. For now, this stuff will suffice. It has thus far. :biggrin: I will try and update this little section as frequently as necessary. So thanks to all who voted for us. Now we got a shiny little award to show off. Not bad for a concept that surfaced a day or so before nominations began.
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How does it begin?

"I've watched the last days of my life fly by with much introspection. I look back
on the things I've done, the lives I've ruined, and the sins I've committed. Oh, Heavenly
Father, may I walk with you in the Kingdom of Heaven, and with you watch the chaotic order of this
universe unfold. Will you accept me, Father?"


Gale Alderos sits in the confines of a sanitarium cell, awaiting the death grip of a makeshift poison. As the venom works its way through his veins he begins to weep. His mutterings tell the tale of his life.

Chapter One
Two Montañoso Police enter a rank and defiled condominium. They step aside the door, ushering in a well dressed man. The man is a detective, known by his alias: Boa. He looks around the room. Thin rays of dusty moonlight permeate through the windows, casting awkward shadows around the room. He paces to the foot of a bed where a young and horribly mangled corpse lies. The woman, Rena de Leon, has been brutally raped with foreign objects and strangled. The ground and sheets are damp with her blood.

This is where the player assumes the role of Detective Boa, as he begins to unravel the mystery behind this strange new breed of murder. Through Detective Boa, the player will discover the work of Cervantes and the disturbing man he truly is.

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The Gameplay Direction

Note: The switch to XP was not entirely brought up by the inability to achieve these features in VX, however some features will be far more improved and possible in XP.

The Classic Adventure Game Feel
When I say I want to create an adventure game, I mean it. In the past few years the adventure genre has seen an overhaul in order to reach a wider audience. The use of cinematic sequences and gimmicky combat systems have tarnished some very promising titles.

WLC isn't going to deploy any of these useless features. The game will be driven by a rich narrative, powerful dialogue, and the essential the gameplay features of the traditional adventure game. Through interaction with the environment, characters, and the mood each scene portrays the player will become immersed. There is no need for flashy cinematics and combat. The goal of WLC is to mimic the feel of great adventure games like Alone in the Dark, The Secret of Monkey Island, and Myst.

That Thing Called the Mouse...
WLC will be played ENTIRELY with the mouse except for three keyboard buttons that prompt menus. Movement within the scenes will be done by clicking the mouse in the desired direction. Cursors will change to show the player how he will interact with what is before him. Menus will be navigated with the mouse, as well. The point and click element of adventure games will be totally present in WLC.

Interaction, Interaction, Interaction!
Okay, so I've said it enough. Interacting with the environment and people within it is the primary focus of any adventure game. By using the mouse the player can click on almost any object and interact with it in someway - whether it's beneficial or not. I mean, you see this drawer, which has the singular purpose to house whatever may fit within it - so...why not open it? Sure, this has been done before, but only when needed, and usually through prompt. The unnecessary things are necessary in WLC, as clues and directions aren't blatantly given. Logic and sense are the only skills necessary to complete this game.

When the small 64x32 pixel desk isn't enough to convey the image of a cluttered desk full of notes and sketches, the game will zoom in and provide a fully interactive "snapshot". You can click on each note and read it. You can choose to log it into your journal, or discard it because it is meaningless. With zooming interaction you are no longer limited to a message window that simply tells you what you're doing and that you've just collected a box of matches. Interaction shouldn't be so simple.

The primary medium for interaction is the mouse, and more specifically the appearance of the mouse cursor. Noticing how the cursor changes as you hover over interactive elements will be essential to making the right decisions. They will appear as so:

Arrow: normal cursor, not hovering over an interactive element, used to navigate menus
Pointing Hand: something can be interacted with, used for less specific elements
Open Hand: element can be moved or altered, a switch or lever be used
Slightly Clenched Hand: something can be grabbed, an item can be obtained
Clenched Fist: an action will be taken upon interaction, such as jumping and climbing, or using an item
Speech Bubble: dialogue with any character
Thought Bubble: appears over character when an important thought prompt can be accessed
Magnifying Glass: further examination is required, zoom interaction

The player can collect items and use them within the environment. A match lights a candle, for example. You can also take two objects and combine them to form another. Oily cloth plus thick tree branch equals torch.

A Way with Words
Alongside interaction with your surroundings, interacting with humans or products of psychosis(such as an hallucination) is also a necessity to progressing through the game. WLC uses a unique approach to dialgoue progression. Instead of giving the player three or four things to say, you simply choose from a series of broad dialogue directions. Do you want to say something positive or negative? Do you want to ask a question or give a command? This will allow dialogue to be less predictable and the outcome of a decision must be weighed more on its type rather than what is actually being said. For example, instead of choosing "Yeah, I'll let you show me the way." or "Fuck off, I can find my own way." from a choice prompt, you will be presented with a '+' in a speech bubble or a '-' in a speech bubble. You don't entirely know what the outcomes will be. Obviously saying Yes will get you what you want, and saying Fuck Off won't. With dialogue contexts you can reel and deal and not be confined to linear conversations.

Just having these images doesn't make the difference. The difference lies in how fast you respond and even if you choose to respond at all. Dialogue in WLC flows realistically. You never have to wait for someone to speak, you can cut them off without knowing what they were going to say(which will change how the conversation progresses). The same goes for not reply so quickly. If you show you may have to think of an answer too much, it may be received differently on the other end. The player will never be physically timed, so not to force wrong decisions, but to allow more freedom and flow in a realistic conversation. Although it's going to be the toughest feature to implement, it will be one of the most rewarding experiences WLC has to offer.

The Scene
Almost like a movie, WLC uses scenes. There will not be any massive sprawling maps. Every map will be default size, representing the immediate area of the player. This way the player can move about the scene and not have to worry about what may be off screen. It's a simple concept, that I feel will help keep the player involved in their surroundings(and also allow me to pull of amazing cosmetic effects with ease :wink: ). The scenes will all seamlessly link together, however.

Graphics and Polish
WLC will indeed use the RMXP RTP. However, it will be heavily edited with plenty of addons and unique little things. The most significant change will be the use of filters on the graphics. The game will appear very grungey and have a dark painted quality to it. Everything will cast realistic shadows and lights will provide atmosphere.

All the menus will have unique graphical looks. The journal will appear to be a tattered and worn notebook, the inventory screen will be like a backpack, and the menu screen will be themed as well. The game will feature a HUD that shows currently equipped items which are displayed as being held by individual hands, or by both hands.
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Can I help?

As of 9/9/09, I do not need any immediate assistance with graphics or scripts. Development is not slated to begin for another month or so. However, I do predict I will require some help with optimizing my mouse and dialogue systems. So in the future, I may call for some RGSS gurus to lend me a hand.

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Project Status

• Phase: Pre-Development Conceptual
• Release Date: Chapter One: Early 2010, Technical Beta: Late 2009


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With Love,
Mundane
 
how...this is pretty good. Not many games go such in depth with what themes you present at the table. :) I cant wait to see the finished product. I hope its as engaging as you make it sound to be. :)
 
the only gripe I have though is the combat. Epecially for this game, there is no need for a combat system. I have seen games that were brilliant in design and story, but were brought down by an unnescisary combat system. To me, events work way better, you can tell a story better with it. :)
 
I'm still debating whether or not to implement combat, to be honest. I don't want to use an ABS because they just don't work fluidly in my opinion. If a combat system is kept it will most likely be event based, possibly context sensitive encounters. I do see your point, and I can say that once development gets under way I will be able to further narrow the combat situation down.
 
This looks good, I'd like to see your take on the issue and it would be nice to see murder and sex in much more mature light in a game. I wonder if it'll be possible to get the game as immersive as you'd like it with the RPG maker engine, are you looking into using any others? And what direction are you looking to go with the visual style? I'd like to see a difference in the screen tone and even font and text colour between personalities would be a nice touch. Also are more personalities going to be implemented than Gale and Cervantes, it would be nice if there were more personalities implemented and would increase the depth of the game.

I look forward to seeing more of this, I'd like to see adventure done in the more traditional sense.
 
Oh, of course. It will be very dark feeling. Daylight screen tones are very desaturated and lifelike. I know some people don't like cosmetic fogs, but I will be using them very well in the game. I'm going to most likely use Mack's tiles or a filtered version of the default tiles that I made a while back. Because the game isn't going to have a butt load of scripts I can afford to implement some eye candy.

As for more personalities, I don't have any plans as of yet for more playable personalities. However, Gale suffers from schizophrenia as well, and hallucinations, voices, and thoughts will have an impact on gameplay. All I can say for now is that the character is messed up. He has serious psychological disorders and I want their influence to be just as impacting as they are in real life.

I got a lot of work to do on this, but it's the best concept I've designed in a long time. I want to see it finished. Thanks for the input guys!
 
I have to say Mundane that this is a very interesting project. 10 murders is a little excessive on the logic side of things. You're reaching Ted Bundy territory in a society more apt to be nosy and in your business than Ted Bundy's ever was. How is he able to avoid being caught after so many? Is he a transient? Is it a an issue of status?

I like your flirtation with Cervantes themes of delusion and I think you can really extend them in a manner very true to Cervantes own feelings about Don Quixote. You should consider adding to the persona's ethos an overindulgent sense of nostalgia and romanticism. In many ways Don Quixote is an old man attempting to recapture youth in a past that was never his. He wants to live by ideals that are unworkable and quite monstrous despite his reverie for them. You may want to consider as a part of the psychology that Cervantes is a defiant outgrowth that mirrors Gale's own feelings of powerlessness and depression as his world falls apart around him as he ages. Rape then acts as a way for him to feel powerful and restorative of his youth.

This reminds me a lot of an xbox game called indigo prophecy where you played the role of an unintentional murderer and the investigators following him. A great premise as it is but the developer successfully turned it into something stupid. However there some neat little things done in the game you may want to adapt. First most of the conversations are timed and have finite pathways you can go down. So for example as an investigator talking to a witness you will have four questions you can ask out of a possible eight before the witness would like to go home. They are timed in the sense that you will have to choose one in around five seconds or the game will choose at random for you. This makes it so you have to think on your feet more to get the quality interactions that will be useful for progression. Anyway I hope you found all that helpful.
 

Nolund

Sponsor

Wow. I got chills up my spine from reading that.

Definitely a concept I would never think of (and I'm sure a lot of the members here wouldn't either), but the way you're making it is very mature and thought out from what I have read, so I think that you'll be able to be very successful with it. I'm very curious to see how this comes out.
 
Sophist, I understand exactly what you're saying. When the first chapter is released people are going to see just how he gets away with it. I'm really starting to design the world that the story takes place in, and I'm shooting for that European Romanticism. However, at the same time, the world is dark, and criminals seek to destroy it. So hopefully I can portray both of those styles interchangeably.

I'm working on fleshing out the gameplay. I'm limited by the the game being in 2D, but I have some nice things in mind to give the gameplay some more depth, and allow the player to take the story in a variety of directions. All I can say is stay tuned for Chapter One.
 

Lexy

Member

I saw your request in Pandas Shop and was wondering what on earth does he need these for?

After reading your first post I found this game concept very intriguing and it really makes me want to play this game. I've always been fascinated by murderers and their stories like Charles Manson, Jack the Ripper, and The Zodiac Killer, along with a few others and I really like how you've gone into great detail on planning out this character and have decided to stray away from the generic RPG lets go kill some baddies genre that most people tend to go for.

I'm really looking forward to a demo or even the eventual completion of the game.

ANd about the combat system if you're going to make the game highly story intensive and very interactive then a combat system wont be necessary at all. I also agree about ABS's and how unfluid they tend to be.

Best of luck to you in this project mate. I'll be keeping a eye on it.
 
Yeah, combat has been scratched. I am not going to release demos but rather chapters. Each chapter will run about 2 to 3 hours of gameplay. I don't know how many chapters there will be in the long run, but each time I release a chapter I'm going to release a patch and update the whole file. This way players can simply update, and new players can download the whole thing.

I'm waiting for those corpses, once I have them the first three chapters or so should roll out pretty smoothly. I'm going to update the thread with screen shots and tons of new and intriguing information.
 
You made me understand that im not the only one with a freaky mind, not many can come up with a storylike this one, you need to be crazy :wink:, finally i see i'm not alone!
I love the concept and can't wait to try playing it, i agree that there shouldn't be any type of combat in this game.
Combat might make the player miss the whole point in the story, they would concentrate on the fight instead of the story itself.

Oh, i wanted to ask, what exactly do you mean by a mature game, you're actually going to show adult contents or just talk about it in the game?
Because shoing adult contents will make you lose audience.

Well, good luck with the game, can't wait to try it out.
 
Well, it has sparked some interest from some people, but the game will feature nudity. Cervantes is a rapist, so therefore his victims must be kind of naked for his acts to come full circle. It won't be detailed nudity, so honestly, I think the themes will attract more people than it will deter.

I guess I am kind of crazy, but I find this subject and story far more real and interesting. Of course, the things I have in store this game will indeed go beyond the realms of normal consciousness. It's just not a "fantasy" setting. There are no monsters, elves, and magic. They are overused, and clearly unnecessary. Hopefully my craziness will come through and I'll deliver all if not most of WLC.
 
NoNick":3rehm3jd said:
You made me understand that im not the only one with a freaky mind, not many can come up with a storylike this one, you need to be crazy :wink:, finally i see i'm not alone!

I also have a "freaky" mind as you might say. I, myself, have come up with really dark stories before - usually dealing with death and rape (I am a victim of the latter). So you're not alone. ^_^

I think this game looks interesting, but I don't think I could play it since there are rape scenes and I don't want get emotional. I might end up checking it out a little, just because it seems like it would be like in the rapist's perspective - if that makes any sense (a different perspective than my own, I guess). O.o
 
@Dr. Gonzo
Me too, like Redscarf, won't be able to play this for long.. because of the nudity.
Might check it out a little bit, which is a bummer, because it sounds like a really interesting game.

and how exactly are you going to make the characters nude? i mean.. they are tiny..

@Redscarf
Welcome to club "Crazy", where freaks unite!
We are glad to announce you as a member in our crazy club, but remember, no raping club members.

Btw, I have an idea for you (if you havn't thought of it yourself already), When Cervantes takes over, i think Gale's face should change, like have some sort of shadow upon them, that'll make it even more freaky, and kinda creepy too. (but these are minor details' your supposed to start making the game first :P)
 
They are so small, the nudity will hardly be noticeable. If you've ever seen a female sprite template without clothes on, that's pretty how they'll appear. It won't be in bad taste, or even detailed for that matter.

@Redscarf: There will be NO scenes that actually depict the act of rape. You only see the aftermath of rape then murder. I understand your position on the subject, however.
 
NoNick":19o0bppf said:
@Redscarf
Welcome to club "Crazy", where freaks unite!
We are glad to announce you as a member in our crazy club, but remember, no raping club members.

We should totally make a club for that and share our strange, dark stories. I love clubs. XD


Dr. Gonzo":19o0bppf said:
@Redscarf: There will be NO scenes that actually depict the act of rape. You only see the aftermath of rape then murder. I understand your position on the subject, however.

Oh, goody! Then perhaps I shall try this game whenever it comes out! I'm glad you understand, how I feel though. ^_^
 
Oh, so you'll be using the "nudity" of the template, then there is no problem at all, cant even call it nudity :|, then i'm sure i'll play it, it's the most interesting game i've seen here the last year.

You sound a little frightened, like we're gonna drive all the people away :P, dont worry, the story is too good, that'll never happen.
 

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