G-G-Ghosts! and Questing


Ghosts...

Working on getting the ghosts to look right, along with ghostly dialogue portraits for character since I'm terrible at 3d animation.


The goal for the 3d models was to get them looking close to this glitched 3d model I ended up with while working on Dental Crisis but I can't seem to replicate it...


Quests...

Quests are progressing. I'm hoping to have each ghost present associated with their own quest that tells their story and how it relates to the larger narrative of the mall and the evil that is there. These quests range anywhere from having a meaningful conversation about the afterlife, being mistaken for a long awaited date (then going on said date), playing hidden video games, or even helping a ghost vandalize the mall.

I'm trying to keep scope creep to a minimum, so things are relatively simple and gameplay is kept rather clean and accessible (while still being interesting). We'll see how that goes. 

Another thing to note is I'm trying to keep this a rather cozy game which pretty much means not having graphic violence, disturbing images, or anything too stressful at center stage in the story. This is a bit of a tall order in what's essentially a post-apocalyptic adventure game, but the way I've structured the world & story should help ease the burden (all the nasty stuff in the mall has already happened and it was so long ago that most organic material has turned to dust or faded away). After all, I'm trying to make an upbeat, hopeful story about life after people where you dress up mannequins for a poltergeist or tell a ghost about the latest movies from other planets. Or try to let a ghost down easy (and tell them they're dead) after an awkward first date. 

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