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Plot and info for my project for my original music demo

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Tear Down the Wall!
The idea behind this game is more than the story itself so some stereotypes are used on purpose.  It is a farce.

Because I don't have a good demo yet and I can't decide on Character images, magic, powers and such, I put this at a really beginning phase.  In fact I don't know if I can make real cool graphics for this idea.  I wish I could, but all I can do with graphics is draw up characters and buildings and stuff on a piece of paper, scan it and then ask someone to make it RTP-like.  Or I just be unoriginal and use the (mack+others) graphics I downloaded and the RTP Characters.

Possible titles: Secrets of the Embassy, A tower of Mysteries, As the Queen Paces, Rumors of Islandom,

Spoiler for "Story and Plot":
A group of investigators called the Royal Investigator Party, R.I.P., from The Royal City of Up-Left (real name decided upon by the Map makers and the royal family) decide to break into the “tower”.  Their purpose is to find the rumored secrets of the Embassy which may be ruling the cities and the “poster” Royal Family.

Theories and rumors:

•   The Embassy has connections to alien intelligence which could be used to equip the Embassy with the knowledge to make possibly new weapons that could possibly destroy the world or maybe even create one, possibly.
•   A Holy book is in the Tower.  A book that might have the ultimate magical powers of powers or maybe it just teaches you things.  It might have a good story.
•   They are holding Rapunzel up there.
•    It's a replica of the Tower of Babel and they finally reached heaven!
•   Nothing is stored there, the Embassy is trying to trick them (the royal family) and trap them there if they investigate.
•   There's a Tower?... and it's locked?...What does it all mean?

The Royal Family

The Royal Family use to rule both islands, Left and Right (real names according to their map) but the Embassy might now have the power.  The Royal Family just may look like they are in charge, looks are deceiving. The Embassy is rumored to have secret dealings with possibly unknown supposed people and the Royal Family just reports what the Embassy wants the people to know, or for YOU to know or for the Royalty to know, who knows!  This leads to the problem that is the plot, The Royal family does not know the Embassy's secret plans even if they have one or not.   Facts, hints and rumors lead them to wonder what the Embassy is doing.

Some of the rumors are:

•   The old tower is suddenly sealed for no apparent reason.  It was called the old tower before it was sealed.  Now it's called the “insert tower name” Tower, Trapped Citadel or something similar to that. The tower was a place for protection.
•   Guards have now completely over taken all the cities. FOUR cities exist today Up-Left, Up-Right, Embassy of Down-Right and Down-Right-Down-Right (aka Double Down-Right), the last one a city without guards, or is it?
•   Meetings with the Ambassador have become less common or not at all.  At least no communications seem to exist.
•   The Embassy guards gossip, hence the rumors of the “Tower”.
•   And why are there random monsters appearing out of thin air all of a sudden, and how come people get transported somewhere else to fight them?  Where is this place anyways?
•   There seems to be a floating island.  The world has gone mad.  Is this the aliens planning to take us over?

Spoiler for "Map":


Spoiler for "City of Up-Right":


Spoiler for "Title Screen":


Spoiler for "Characters":
Temporary characters are being used until I find ones I like with matching faces or profiles.

Spike:

 
Cool, suave, calm, and completely absorbed with himself, He leads the party like he's king of the world.  Nobody else really thinks that.  Even in the dark he wears his shades; otherwise I'd have to have two sprites for him.  Most just ignore him, but conveniently enough Spike is too entertained by his own words and actions to notice.

He was born from Mika and Donald Suma.  They were apart of a big food company in the market until they served raw fish that was bad.  They got sued millions of pincas (6/5th of a dollar to us).  He has been free loading since, going from underground projects to underground projects and never being stable until the Queen hired him to solve most of her worries, (yet she still paces).


Jess:

 
She loves everything, I mean everything!  She possibly suffers from A.D.D. but then who doesn't.  In her eagerness to find new and beautiful things she distracts the party from their goal.  But don't think she can't fight!

She was born from a wealthy family of nine children.  They follow the God Nusba who saves all from the goat-head, (the Devil by our terms).  She has everything she ever needs, it’s almost like she never grew up or had to work in her life. 

But they did teach her to fight.  She got a swords mastery certificate in the school of Up-Left Sword Mastery.  She still finds shiny things amazing even if all her weapons are shiny.


Yve:

 
She may look innocent...  but... being strong, opinionated (but always correct) she gets the job done.  No hassle, no questions.  If you can't decide she will decide for you.

Her parents, Sergeant Stronghold and his wife Lady Mara, never let her have a free ride, she worked for everything since she was five.  She has learned to manipulate her parents to get her into the school of Powers Beyond Comprehension, PBC. 

Her capabilities are infinite.

Kim:

 
She’s sassy, saucy and ready to fight.  Her wings are just for show.  She hopes to fly someday, perhaps a spell.  She tends to leap before she looks but she sure does love puzzles.  She helps out by knowing insight into every situation, hence good puzzle solver.  So if it takes too long to solve a puzzle she will offer advice to the player if they accept.

Her family is unknown, as well as her reason for being in the Royal City of Up-Left.  She knows that she intends to find her family someday.  She just is very dedicated to her work first though.

Jake:

 
He’s low keyed and quiet.  This guy is the real thing when it comes to battles.  He's fast powerful and in shiny armor.  Stephanie adores him.  He finds her annoying.  He talks only when talked to.

His father helped win the mystical war of the modern world.  His mother passed away before his father could come back.  Once he found out she died he lost all sanity and Jake had to support the kids underage.

Cid:

 
I had to... (but if it is too much I can change the name).  He controls the ship and is always maintaining equipment.  He’s Mr. Fixer-upper.  He complains all the time because nobody knows how to do what he does best and he's the oldest of them all. "KIDS!!!” He shrugs.

Cid is the lonely one, no history to mention because he never acts like one existed.  The important thing to know is he lives in the moment, and never looks back.  Time is irrelevant since all he thinks about is what to do now to solve the problems of now.

Dess:

 
He’s Mr. Kung Fu guy here ready to meditate and kick his way through reality or fantasy.  He's very wise and very annoying when he doesn't respond to questions, commands or even chitchat.  Not a very sociable person.  But he may have the answer to life, the universe and everything.

Dess’s family is very cognizant of the natural order of things.  They never try to push things beyond their point of use.  Dess has no interest in useless conversation or anything that has no value to the natural order of things.  He believes strongly in the Tao.


Stephanie:

 
She’s the sweet daughter of Cid.  Why she came along, who knows, maybe Cid forced her, maybe her obsession with Jake.  She is very magical but her wispiness gets in the way.  She has no idea what's going on because she spends too much time in some other realm while still existing on this realm.  "You mean we have to fight..."

Cid barely raised her while being on ship and always building things.  Stephanie has few friends and no relatives to keep her entertained so her mind wonders different realms.  This connected her to some very potent and powerful magical people/spirits/entities?


Queen of Islandom:

 
Her real name is Mary, but nobody knows this.  I think even the Queen forgot.  She’s so busy worrying that she gets nothing done, you can literally wait in one place in the castle and she will pass by at least three times.  Good thing for her maids; they get paid overtime.

She comes from a long lineage of strong people who can survive very nasty diseases. Even the most reputable disease of the bad bed bugs.  Though she still worries about them, no bugs have ever entered her bed.  She should be proud of her history but the one mistake of marrying a ladies’ man has made her very conscious of other people’s thoughts.

King of Islandom:

 
Quite the ladies man as is his son.  But the Queen is too busy pacing too care about his ladies.  For all she knows her kids aren’t even hers.  There’s a dark side to this man that nobody knows.  He never speaks of his past.

Because he never speaks of his past, nobody knows about his past, so even I couldn’t tell you about his past.  I can tell you he was a pirate and worked for the ambassador before he became an ambassador.

Princess Jean:

   
She’s the rebel in the family.  She has no time for politics and just wants to get out of town.  She begged to get on the RIP, but the Queen demanded she stay in the Castle.  She eventually gets what she wants.

Prince Anthony:

   
He’s out to please the girls and make them think only of him while he thinks of others.  He has no interest in keeping the royal lineage or ever marrying.  The Queen is disgusted by him but she puts up with it so she can make time for her worries.

The music I have so far composed for the game, some are still in development phase, or maybe all of them are.
http://soundcloud.com/thunderwave/sets/game-soundtracks/

Spoiler for "Story Spoiler":
The Royal Investigation Party, RIP (the characters you play), head out to the Right Island.  They are flamboyant and extravagant, like most actors. They investigate the city, "The Up-Right City".  They learn the guards hold the keys to the chains that lock the gate to the Tower.  A mountain passage exists that may lead somewhere and a cave that may or may not lead to the Tower.  A riddle obsessed guard blocks the way to the Embassy.

The cave requires special powers to investigate, since little oxygen exists if any at the lowest level and no light of course they cannot use torches or even breathe, but where is this spell to learn such a way to light the black hole caverns and how are they going to inhale oxygen that isn't there?  Perhaps this magic can be found in the Tower...  Ummmh, duh.  Maybe it's in the mountains, there's a rumor of a shrine out there.  You can see it on the map.  There's also a volcano and a tent. 
So these people explore the mountains with their expensive goods, clothing, long multicolored fingernails and shiny hair colors. 

Spoiler for "Strategy Spoiler":
This really will spoil game play
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Tent

The tent holds a psychotic strange ape-like creature.  He, it, she, who knows, attacks, loves, dances, farts and just about kills everyone.  The puzzle is to find out how to control it, help it, or some way to get away using logic, reasoning, and guess work.

Volcano

Throw something in there, you may make it explode or it may quiet down and turn cold.

Shrine

Here you do get new magical powers, depending on which one you choose, you may find out they can help with the cavern or not.

The guard who blocks the way

He knows all the good gossip, solve his riddles and games and you may get down there.

Crater Down-Up-Right

Magic exists within the crater, but you don't really know that yet, nor should you.
Small Town named "Double Down-Right"
A bunch of country folk with good food and a hoedown-right.  They prove to be good company but of little use to your mission, or are they of little use?  Could they be playing you?

Embassy

This place is highly guarded with heavy artillery.  Don't go unless you have mega powers.  If you do find a way in safely prepare for instant battle after battle.  You may choose to defeat the leaders or find answers.  Whatever you choose, the game may end and all the fun is over.  Make the Embassy your last visit.

the Tower

Each floor contains a trick to get through, some too simple to see and others quite complex.  Twisted thinking, distorted logic, forget the rules.  Once you get to the top, the secret is revealed.  But does this end the game?  Make this your last stop as well....
What about the other Island, Left?

The Royal City Up-left

This is where you can get more gossip and info on what to do.  Ask the Queen for guidance, listen to the guards.  Chitchat with the wild town folk, go party with the top notch primos.

Igloo

It's not the best place for information but you may find a nice puzzle to grant you strength.

Palm Tree Lake

Ahh, lie down and drink a nice margarita.  Relax enjoy the calm music.  Play a game and win some gold.  This place just contains ways to make money, like a casino, and fun games and music.
Is there anything else?
Who knows, look and see.

What appears in the tower depends on choices you make, which makes different endings.
What you choose to do in the Embassy may change what appears in the Tower, what appears in the tower changes what happens in the Embassy.  Logic will show you the way or will it lead you astray?
What you find out there in the world also changes the Tower and the Embassy's events and vice-versa.
Don't take anything for granted.  What may seem useless could in fact change everything, a butterfly perhaps, does this mean you have to explore everything every time you make a change?  No, because all the changes you make create the story you want or seem to want.  It would be insane to try to do everything in one game because it would be problematic to program that.  You will have to play it again.

Is there only one good ending?  Well good endings are a point of view.  I can't satisfy everyone's expectations.  Explore everything and find all you can, talk to everyone more than once, and after something new and extreme happens, talk to them again especially ones that seem important to you, like did they ask you a favor, do they know more than they say by what they say.  The only places that end the game is the Tower and or the Embassy.  If you want to get a "good" ending avoid those places until you have all the info I put in the game to help you make the decisions there.  Shhhhhh...  There could be info you need to get "better" endings in the "bad" endings.
Could some of the info be false?  Yes, no, maybe so.


Spoiler for "Nitty Gritty Details":
This really will spoil game play, I mean really!!!!!!!
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Story & History

Royal House

Chosen by natural signs, a family lucky to survive a famine became the only people of praise.  The family knew how to stick together and survive.  All the people looked up to them and followed their advice.  Before long this family became the Royal family and ruled all of Islandom.

Of course this family took advantage of their power after some time and soon built up many lies and excuses for their misdeeds, the Queen is so ashamed, probably why all she does is pace.  Much of the royal family had their own inner despair, angst and imprisonment.  Some abandoned them and some consorted with others to find a way to bring the Royal family down.

The Embassy

The Royal house became too vast and full of opinions, greed and so forth.  It became wise to diminish the family’s control of Islandom. Thus the Embassy was created to help out by bidding the Royal Family’s needs to the people but in a simple way through an Ambassador.  The control of the bidding became specific to the Ambassador and the Queen of the Islands.  The King was too busy with the ladies to know any better.

The Right Island

The Embassy took residence on the Down-Right Island in order to keep more control of a place which had vastly more widespread opinions on the Royalty, some of which aren’t pleasant.  The Embassy took over the greatest city on that Island and turned them all into guards to protect and control everyone.  With the Embassy and the Royals so far apart now, they lessened communication to a point of no dialogue at all.  The city of Down-Right became the Embassy, and a new city of Down-Right-Down-Right was built.  This new city held some of the strongest and most knowledgeable people of Islandom.  Some ran from the Embassy and others ran from the Royalty to live here in peace.  This city is full of rebels consorting to bring anarchy for a revolution.

The Tower’s History

In early times when the Islands were more connected, many tribal people invaded each other.  This tower was the first largest building ever made.  It protected the strongest tribe from being invaded.  Some smart fellow managed to break in and infest the city with foreign bugs from an unknown place that can’t be proven to have ever existed in Islandom.  These bugs created the worst plague ever known.  The Tower is a strong symbol of the royal family and their power, for it was this family that survived the plague.  All the tribes around praised them and honored them for their strength.  They wanted to learn how to be just as strong.  It seems ironical that the plague didn’t just kill many in the strong city, but many of the tribes outside it invading this tower; it was the royal family’s heirs who helped the tribes who wanted them dead.  Now that being said, this new city of Down-Right-Down-Right decided to lock up the tower for no reason but to catch the attention of the Royal Family and hope they would distrust the Embassy, thus bringing down the stronghold over them and their people on the Right Island and the city now called Double Down-Right.

The Embassy falls

This new city of Double Down-Right seemed successful in taking over the Embassy until they found out who really was in charge.  Neither the Royal Family nor the original Ambassador was in charge.  It was a force of evil greater than that.  A force they could never imagine.  Unbeknownst this new city of Double Down-Right became the embodiment of evil, their souls taken and replaced with devils.  But these devils are just that, little devils that play and have fun.  They can pretend to be human and play games on the people of Islandom.  Nobody knows where these devils came from; probably the same place the bug infestation was from.  Nothing can be proven or really justly speculated, but the Royal Family, plus random characters unaccounted for, is all that’s left of humanity or so they think, though they don’t know it yet, a paradox.

The Devils

For some unapparent reason these devils don’t want to be known.  They like taking over humans and pretending they are human.  Their goals seem to be to live just like us but actually have more fun than us, which they do rather well in fact.  Visit the city of Double Down-Right and you’ll have a blast, until you lose your soul.

The Last People

The Queen of Islandom becomes worried she lost all connections from the Embassy.  She hears rumors of the Tower being locked up.  Thus many of the Royalty feel the Embassy is saying, “We have got you!” The Queen decides to send her best people to the tower and unlock it.  She expects that will tell them “No, you don’t!”  She expects communication to return after that. But deep inside her, she knows they are gone, taken by some devilish game she can’t imagine but can definitely worry about.

The Dream Team

A crew of eight people have been selected based on aptitude, attitude and really just based on who you know.  The Queen knows a great captain who has a nice daughter and a ship that can get to the Right Island.  This daughter is in love with this guy who is friends with some great warriors and magicians.  Thus the party was formed.

The First City of Down-Right

This city is filled with people from the royal family that have run away.  They gossip and try to be all uppity.  Not much of devils exist here but a lot of knowledge does.  Some here know of the devils and some know of the original people of Down-Right who moved to Double Down-Right after the Embassy took over.  They will give very subtle hints like, “Forget about the Tower”, or “The Embassy is ran by aliens”. Anyways, the team insists on opening the tower. They learn of many ways to get to the tower.  The Volcano is supposed to ride the land of all demons. But the team doesn’t realize demons exist, they may think aliens exist but not demons for no one speaks of demons.  Wait do I mean devils? Other talk is of a cave that leads to the black hole which will get you to the tower, maybe.  But you can’t see or breathe.  There may be a magical power in a shrine that can get you through the cave.

What they do and what you should do


They will explore the cave when they find the magic or choose the right magic.  The choices should be based on all things plausible.  They mustn’t have an easy choice.  The magic should say what it can do and all of them will say something logical and will lead or mislead the party.  It doesn’t matter because the thing they should do is explore the world.  They could find the bugs that infested their ancestors.  They could find out devils are taking over.  They could find the real source of their troubles by exploring everywhere.

What is there to explore

A mysterious island, place or thing, may give them advice knowledge on the subject, the subject that devils are taking over due to fear and greed.  Or they are being taken over by aliens, or something else, but the powers should be shown to be greater than humans.  The idea here is to show something has been controlling the people beyond their comprehension.

What about the royal party?

This can be fun to mess with.  They could be a part of the higher power taking over the humans, which is why they survived the plague.  They could be the next evolution of humans.  Whatever they are, they must be real, impure, imperfect and odd.

Goal of the game

So I originally wanted to throw a lot of logic puzzles in here, but I also love all the metaphysical aspects of fantasy.  I decided to mix them up.  Play logic games and also make it a fantasy.  So this means the game is about logical reasoning with fantasy outcomes.  We must give the player logical choices that will misguide them to places of fantastical choices, none of which will upset them for their choice but give them a different perspective of the choices to make.  This is where we twist perception and bring about new ideas, creative ideas to solve the puzzles of this game.

What about the tower?  It can and should be explored for logical reasons that we give them, but it must not be the answer to the game, but only a hint to the reality.  I want the tower to be filled with puzzles and paradoxes, things that seem to need to be its self to solve itself, something that cannot exist without existing.  Let’s say you enter a room and the party sees no way to get to the next door. They see a door that may move as they walk which becomes the new exit.  Now if they move to the door they think is the exit, the fantasy exit moves away from them.  This exit should be at the same location of the original exit but moves when they move, so one exit becomes two exits.  It could turn into more than two exits.  But the idea is to make the player think and twist their mind to wonder about the right place to go. This should happen with the entrance, because we can twist it even more by making the entrance the new exit, but may be the shadow of the entrance. We should make the player think based on expectations to do what they think is “right” and twist it to make them realize there’s another way.  BUT in no way do we stop them from having fun.  Any choice they make should still seem like the right choice with hints of it being the wrong choice by giving them a choice to make a different path not a past experience change but a path that goes differently than the one they were going.  Let’s say we stick to the duple doors, sooner or later they will enter a door, and this door should lead them on in the game in their path as expected.  It of course will be a different path than we want them to go.  Now we show them a path that may lead them back to the right path we chose.  We just coerce them to the ending we want them to have, which is any ending we choose to lead them to, but not force them to.

Endings

The obvious best ending would be for the devils to leave and the people’s souls to return.  There should be a spell to remove them, perhaps in the tower, or elsewhere.
The worst ending would be the devil’s take over Islandom.
There could be an ending with the two islands separated by Devils and the Royalty.
Endings that are early will be when not enough of the world has been explored to get enough information on how to end the game correctly.

Spoiler for "Almost Full Script":
I can't say it any stronger how much this will spoil game play!
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Opening Scene Act 1, Scene 1: Pacing

Here we see the queen pacing through the castle.  Ghostly bubbles appear over her head as words of her thoughts come out.

“I shouldn’t have left that party so early…. They knew I would come… DOGS!!!  They expected me, like a fool, I left early…  Arghhh..  My reputation is going…”

She bumps into a maid as the maid drops dishes.

Maid: “So sorry I didn’t see you. Please accept my apology. It won’t happen again.”  The Maid keeps groveling for forgiveness bu the queen didn’t notice as she paced on by.

Queen’s Thoughts: “Why did I leave so early, the Ambassador was supposed to be there?  DOG!!!  I can’t ever seem to get him.  He just never stays in one place long enough….”

A royal guard runs in with a message inscribed on a very long parchment flying through the air. “M’lady! M’Lady!  This is for you…”

The queen turns around violently and then smiles.  “Is this from the Ambassador?”

The guard shakes his head.  “No m’lady, it is from your daughter.”

The Queen goes mad!  Turning in circles her thoughts go crazy.  “My daughter will be the end of me.  Why is she so against me?  I’m a good Mom.” She starts to cry.

Queen “Give me the letter!” She says with disgust.

Princess Jean’s Letter: “Mom, I have left the castle, left the stupid fricken city and all of its mediocrity.  Everyone just cares about objects and nothing else.  I left to the “tower” to find solace there and where real life exists, but the tower is chained up by five different locks.  I am trying to figure out why, who and for what reason our “Tower” is bound.

P.S. I have been attacked by strange creatures on my journey.  They appear out of nowhere after they send me to some weird portal.  I think you need to stop pacing and get the heck out of that castle.  Do some good for the world for goodness sakes!”

The queen is terrified.  Her worst nightmare has come true.  She starts pacing again, ignoring the guard and the letter.

Act 1, Scene 2: Market

We now traverse to the main character, Spike (for now). WE see him going through the Royal City’s Market, (Up-Left City).  He is buying some really fancy clothes and some cool sunglasses.  His hair is blue as the deepest blue sea and his clothes are as white is the sun.  He puts on these sunglasses and stares into the sky.  A really blonde skinny girl runs up to him and kisses his cheek. Mwah!

Spike:  ”What the…?”

Stephanie:  “I just wanted to say hello, the Queen has invited us to dinner.”

Spike think: “Not again, what stupid thing does the Queen want me to investigate now.”

Spike speaks:  “Tell her I’m dead…”

Stephanie:  “Oh come on, this could be fun!  My dad is invited too, and he has a ship, so I think we’re going to ‘Right’!”

Spike thinks:  “Oh no, no, not the Embassy! Please no, PLEASE!”

Spike speaks: “If we must then we must.”

Here the story pauses as you get to buy stuff for Stephanie, Spike and Cid.  The player doesn’t know of all the party members yet but don’t worry they can get stuff later before the trip.  You can explore the Left island all you want until you decide to go to dinner ar the castle.

Act 1, Scene 3: Royal Dinner Party

The dinner party is of course huge and well massively huge, food that a dinosaur could eat.
There’s awkward silence and glances of awkward faces from all the members, The Queen, King, prince, princess, Spike, Jess, Dess, Cid, Stephanie, and all the members of the party.  Royalty guards stand aside.

Queen thinks: “Don’t mess this up now.”

Queen speaks:  “I have gathered you to send you on a dangerous mission.”

The people gasp!

Queen thinks:  “Dang it, I messed up.”

Queen speaks:  “Don’t worry, I will grant you all the equipment this city has to protect you.  There are strange monsters from some portal taking our people and never bringing them back.  You must be armed well.  Not only is there that but our “tower” is sealed.  Another issue is the Ambassador is not communicating with us.  I need you all to investigate.”

Everybody gives each other wide-eyed glances.

The queen gets up and starts pacing.

Act 1, Scene 4: Shopping Spree

Now you get to buy everything you want freely from the markets, but the vendors have limited supply so you really only get what you need and some unnecessary shops for the time are .
After you buy or get all that you need, you can talk to people about this journey.  It’s all over the royal tag lines.  People will talk of the “tower’s” hidden treasure.  Some will say it’s a weapon.  Some will say its gold, money or loot.  Some will say it holds the real Rapunzel.  Some say it holds a great powerful book.  Others think it’s a trap.

Now you must travel to “Right” and find out for yourself.
When in the ocean they should have an introductory course to battling these strange creatures from a different dimension. 

Act 2, Scene 1: Sailing

On the ship the party discusses why they are really on this mission and how to do it secretly and discretely.  We must understand that their outfits are boisterous and extremely colorful.  But nonetheless they will pretend to fit in.  Each character is very discernible and is extreme one way or another.  They continuously argue but yet they still move along and get things done.

Spike:  “As head of this party…”

Kim:  “What party?”

Spike continues to talk while others start talking to each other.

Yve:  “We need to find out about the nature of this island first before we do anything.”

Jess goes off wandering the ship.

Yve looks angrily in the direction Jess went.

Stephanie replies to Yve:  “How are we supposed to do that?”

Jake:  “We investigate.”

Yve: “What do you think of that Dess?”

Dess closes his eyes and walks away.

Cid: “That’s a fine idea! Let’s just blend in like the overdressed city folk we are and go asking the townsfolk what’s up with this place.”

Yve:  “You have a better idea, old man!”

Cid shrugs and walks away.

Stephanie jumps up and down:  “Let’s go see their stores.”

Yve rolls her eyes and walks away.

Now that Stephanie and Jake are alone, Stephanie flirts with Jake, and Jake walks away.

Spike realizes Stephanie is all that’s left to hear him talk and decides to save his breath.

Act 2, Scene 2: The City Up-Right

At this time you can explore the island but all you can do is climb the mountain that is filled with strong monsters.  You need better weapons and powers.  The cave is too dark to enter in without torches. The way to the embassy is blocked by a guard.  All that is left to explore is the town.

There are guards walking around the city protecting every inch.  They won’t speak to you nor even look at you or stop or even get out of your way.  There’s a pub for gossip, and an Inn for sleeping, also the Inn keeper gossips about the guards holding the key to the tower.  The shop has upgradeable weapons, meaning he can only upgrade weapons not sell any.  There’s a lady who works in potions for all types of healing magic.  There’s a home that you can enter and get gossip from; a group of people playing poker talk of the tower’s treasure, a book about the key to bluffing.  There’s also a Church that has a book about the last days, it speaks of aliens taking over.

PUB

One man actually says he saw something beautiful in the tower but it blinded him.
A lady pushes you out of the way when you try to talk to the bartender, she’s a little drunk and tells you all about the Embassy being taken over by alien forces and zapped all the life out of them.  You can tell by their lack of emotion, clearly nuts.  Another kid in the pub dreams of Rapunzel.

Act 2, Scene 3: Explorations and choices

Now that you can get great armor potions and etc, you can explore all the places in the world depending on level and power.  Each place connects to the plot and changes possibilities in the tower and the embassy.  So there will be a lot of if this then that scenarios.

Early Embassy


Based on the knowledge now, entering the Embassy would destroy you and the game would end.  In order to bypass the guard that blocks the way of the embassy you have to pass his riddles.

RIDDLES: to come

Through Mountain pass:

Volcano

You need something to drop in in order to stop it from erupting.  If you put the wrong item in it may erupt now or later.  If the right item then it won’t erupt.  There will be clues.  The volcano ends the game during the Embassy exploration after you approached the ape.

Crazy Ape

Crazy ape will try to seemingly attack you but it is trying to warn you of the volcano.  This ape has the key to stopping the volcano. A battle screen will start but if you just let it run, the ape will just try to point at volcano and scream and shout, at some point the Ape gives up. The battle ends and you decide to approach the ape after that and talk to it, but you must understand its symbols to know what it says.  These symbols can be found throughout the mountain, you must learn to decipher them.  If you kill the ape it won’t give you the item or tell you where it is, but it will drop an item that you may think is the key to the volcano. The Volcano will just explode and kill everything.  There will be other items to hamper the volcano but you won’t get a nice reward for using them.

Shrine of Power

Here you get the power to investigate the cave.

Cave (Black Hole) to the Tower

Many strong powers exist and the end leads you to the Tower.
Tower if explored now after the first chance to get here, the Tower top will be empty or have a useless item, OR just says fooled you, but each floor has still the same puzzles It would be cool to make the puzzle events random per floor, that would mean there need to be at least five different puzzles for each floor, this is to make replay value better.  When you leave the tower, the guards will fight you and kill you.  Thus it becomes a trap. If you manage to win…. Well that has yet to be decided.
If you solved the Volcano puzzle correctly, you get a key to the Tower’s hidden exit so that you won’t get trapped.  But it’s not the best thing to get.

Guard’s Keys

If you get each ot the five keys from each guard you won’t even get trapped in the tower.  You can come and go through the tower all you want.  Once each floor is unlocked you can bypass the puzzles. But the treasures will be the same depending on what you explored and learned or gained.

Double Down-Right

If you go here early all you see is people having fun and talking about nothing really.

Floating Island

You need an airship to get here.
To get an airship you must talk to the igloo guy/eskimo who has knowledge on how to build one.  Cid will then craft an airship for you to get to the floating island.

Here you will find aliens, but they don’t care about your land, they are just floating through.  Once you learn this people who speak of aliens will now wonder about other possibilities for the Embassy’s actions.  This will help prepare you for entering the Embassy.  When you talk to someone about the possibilities of devils taking over the Embassy, you can now find a power to see devil’s in the crater, where they supposedly came from.  When you go to the crater, the devil’s will fight you, if you kill them, they will reveal all the devils’ existence here.  This means the Embassy will now be filled with devils and the city of Double Down-Right will be devils.  Now you must explore the city of DoubleDR to learn more about the
devils.

This is a big breaking point, the knowledge of devils.  Once you know of them they appear everywhere and some will give hints and some will give lies.  This is the time to re-explore everything.  When you do this you will learn of a way to get a power to destroy the devils, or a power to calm the devils, or a power to replace the devils with the original souls of the people they took.  This will be done in the Embassy.
There can be more sidequests to help out but this is the jist of it.  Things will obviously change as the game develops.
« Last Edit: April 17, 2011, 05:58:26 AM by RMVXP2000 »
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****
Rep:
Level 76
Praise the Sun (Arcana)
GIAW 14: 1st Place (Hard Mode)
Looks like you put a lot of thought into this. I may have missed this, as I certainly didn't read everything, but is there actually combat/progression, or does everything revolve around what you've discovered?

**
Rep:
Level 71
Tear Down the Wall!
Thanks hiromu for the comment and question.

I have not yet planned battles, abilities and progression of powers.  I think they will be based on what you find besides their innate abilities which still need time to work out.

I have a long way to go.  I'll up date once I have more.
coming soon to a pc near you



**
Rep:
Level 71
Tear Down the Wall!
To simplify the game,  it is best described as a mind bender.  What seems real, or logical may be the way to a sad or undefined ending...

It is yet to be fulfilled.  As I play with harmony in my soundtracks I play with logical skills inspired by Lewis Carroll.

The point is to allow minds to open up to new possibilities.

I have come up with some puzzles for the tower, some powers that don't have ice, fire, water, holy, meteor, etc. established to them. These powers are more real yet maybe metaphysical but not far from
"reality".  I really am a story writer for this and will try my best to implement my ideas using this software, RMVX  but I hope to get advice or help in my project.

I now work for DOMC, and will provide free soundtrack music composed by me or others of my team.  I am completely open to write free music to this RM Community.  Please take a look at my game ideas and message me if you have inspiration and or if you are willing to be a part of the development.

Thanks for your time!
P.S.  If you want to know more about this game and or it's music please PM me.  If you want music for your game please contact DOMC from the above link.
coming soon to a pc near you