12 years ago

R.E.D.D.-2


R.E.D.D [1/3/2014]

Ok, managed to get two guys to help me with the coding. They’re more use to using the engine then I am, settled on making the script for the most part. Fleshed out final version of the game appears to be around an hour if you just run through it. About half of that is dialogue trees.

If you manage to get everything it’s about a solid two hours, breaking the game up into episodes at the moment. Settled on using roughly seven ‘floating head’ characters, aka characters with dialogue trees in addition to a faced square indicating themselves. All seven of the floating heads stand to carry R.E.D.D with them, only roughly about three R.E.D.D. are mandatory.

Taxi Driver: First character encountered in the game explains the basics of ‘Black’ district and the ‘R.E.D.D.’ district. The island itself being R.E.D.D. and thus limiting technological devices with any form of tracking involved, resorting mostly to R.E.D.D. which are essentially flash drives.

Carries you around town. R.E.D.D. file is mandatory.

Front Desk Clerk: Optional R.E.D.D. bit of a jerk-ass, is in charge of your mail, your inventory handling, and just about the basics you’d get from any RPG.

The introduction to the ‘limited inventory’, is something I liked from Rise of the Dragon, where you could get a game over for going out naked. Limiting the inventory also makes it possible for someone to miss specific things or sacrifice others. R.E.D.D. not mandatory, can be unlocked through dialogue tree.

Junkie (X-Junker): Absolute shoutout to Snatcher, paranoid undercover cop who’s since been reduced to a bum. Has several mandatory plot points where he helps you find stuff, but ultimately isn’t much except for my fanboy ism and shoutout bait.

C.Y.B.E.R: Sexbot designed primarily to showcase the ‘darker’ places of the Black District. Essentially a slave bot designed solely for sex, though a very mandatory character, the R.E.D.D of the character itself isn’t. Was originally designed to showcase some sort of morality system for multiple endings, but cut it out when I realized I ain’t got time for all that coding. Might try to put it back in, but meh.

Rexer (Dog): It’s a dog. Is kept nearby the ‘motel/hotel’ with the Junkie, and ultimately serves about the same purpose. Can be used as a ‘hint’ system if you get lost and talk to him. He’ll run to the area if he has to, or he’ll try to reach for the item if it’s in your inventory and required. If you lack the item because it’s not in your inventory he’ll ignore you.

Boxy: Slum lord of the ‘Black’ district who deals in most new comers and what they’re looking for. His R.E.D.D. is mandatory, and is ultimately played as a joke. Overweight, puffy, and show boaty as all hell. His dialogue trees are limited, and most interaction with him is limited to story-based things.

Mico-Chan: Boxy’s “Wife” Which is actually an android designed to act as his wife. Has a mandatory R.E.D.D. which can be obtained by replacing it with a L.E.D.D. making her much more ‘robotic’ and less ‘cyborgish’. A good chunk of her dialogue will drive the story forward.

Last: The ending floating head we settled on, aside from the main character and this thing I’ve come to terms with everything. The character has a R.E.D.D. but ultimately how/who/what/when/where is all explained upon seeing/getting the thing.

Added a few new items, no idea why it matters. Like 45% of the game is easy as hell because it’s an adventure game where you move around through dialogue. Easiest shit ever. Code a room, code the dialogue, gameplay is limited to puzzles and interaction through items. Done and Done.



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