» Fri May 27, 2011 11:59 am
I had a look at the image of the man waving his hand, its not too bad, but if necessary I can always give the sculpting a go. I will download blender when we get to that stage, if no modellers have come forwards. If it is possible to open FPSC models with blender that also gives us a whole new set of options as we could just adapt another model for the job.In terms of enemies I had the idea of two main sets of enemies. In the mansion, the Martense family retainers (servants), degenerate but still human. Below the mansion, the fully degenerated descendents of the Martense family, the "filthy whitish gorilla thing[s] with sharp yellow fangs and matted fur". Also possibly two bosses/mini-bosses. Below the mansion, a 'mother' creature, but above the mansion Im not sure. Maybe another Lovecraftian creature, but we do not want to make things too difficult for ourselves just yet. I would like to avoid the 'little devils' if possible, I dont think they have the right feel to them.I think we should have the game taking place in 1921, and have that on any newspaper image we create and use. The flat sounds fine with one room. Can I ask, what are your drawing/mapping skills like? Would you like to draw some basic illustrations of the flat, or even a basic floorplan? If not, thats cool, I could rough up a basic level in FPSC, but it would be good to get your ideas on how things should look.I have not yet thought about the climix of the game. Maybe ending with killing the 'mother' boss. Maybe something to do with lightning. Obviously we cannot use the climix in the short story, where that is the protagonist discovering the Martense descendents for the first (and last?) time. We can use that as the climix of the 2nd level (the mansion) but not of the whole game. I do not think we need to focus too much on that now.I think some form of 'environmental' effects, such as rain, can be created in FPSC, otherwise you idea of a looped thunder track is a good one.Yes, the motivation of the 2nd level (mansion) should be getting into the basemant, and we can work in some visual (or otherwise) clues that indicate that the player needs to get in there. To be honest I think the idea of 'getting the right key' is perfectly okay. We may come up with something else, but it always has to be matched by our abilities, and the capabilities of FPSC.I would like to do the texturing if you have no objections? Im not brilliant but I do actually enjoy it.How do you feel about all this?Here is a book/audiobook cover of the story, showing the creatures, and it might be a good basis for our own models.[img]http://sites.google.com/site/chrismorganstuff/Home/TheLurkingFear.jpg[/img]I have the audio book available, but I cannot upload it to my Google website, because it is two large, do you want me to send it to you over MSN or something? It would be good to make it available in this thread, but I cannot provide a link to it.