Seeking Team for SP horror mod

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Hi :) I'd like to put out there the request for team-members of any kind to help get a SP story I came up with going.

It's called "Ene Nokte" (Inward and Nightly), a horror/drama story. The only dialog in the game is spoken by La Noktulo (The Night One) in Esperanto with English subtitles. His significance and why he doesn't just speak English will be explained further down :)

There are two stories taking place simultaneously (one in the real world, one in the "intervivo" where you find yourself), but the player will only directly interact with the latter. Here's a translation of the opening sequence (with general outlines after) and first block of the game.


The player wakes up in bed. It's late at night with a soft blue light filling the room. In the dark corner, there are two circular, faint blue eyes. They address him (will be in Esperanto):
NOKTULO: Wake up..... Wake up. I can see you with the eyes of the night, so you shall not sleep any more. It haunts. Yes, it haunts, and shall haunt you, as I. For your wife, there is no need to worry. You... made sure of that. Indeed, there remains only you, all alone. You all alone.
If I... were you, I would get up and maybe
I would even fear.


The eyes disappear and faint weeping is heard in the hall. The player gets up to examine the source of the noise. At the end of the hall, there's a loud thump, and he sees two pale feet near the corner. It's a woman face-down on the ground, completely still. (a slight breathing sound can be heard). The front door suddenly slams open in the main hall on the lower floor, with a trail of wet footprints leading around the back of the hall to where the player just was. The player returns to the hall, but the woman's gone. There's another loud sound in the entrance, but this time the door is shut. The Noktulo's eyes glow in an abnormally dark corner. He speaks:
NOKTULO: But what? Where did she go? (laughs quietly) Maybe you forgot something... in the bedroom....

The eyes disappear again. The player can either explore the largely-empty house or return to the bedroom.

In the bedroom, there's something in bed. It looks like a white body covered with a thin sheet. The player moves closer in to investigate but is frozen in place. The door shuts, and the windows open. A faint whispering sound rustles in the background. The screen goes completely black for a split-second and the white body is instantly standing straight up next to the bed. It slowly starts to float, completely motionless, toward the player as the whispering sound increases. It stops a few feet away. A hole at the mouth suddenly opens and a deafening static sound grows and grows until the player blacks out.


The opening scene, as does the rest of the game, takes place in the intervivo, and has actual counterparts in the real world. The major end-game spoiler is that the player attempted to commit suicide. In the beginning, he's "waking up" in the intervivo, but can't leave the house because his guilt (Noktulo) over the reason for his attempted suicide is keeping him there. He's also not completely dead, so he can't really pass on. Family suspected something was wrong and sent someone to see why the player hadn't been responding to calls or visitors. The woman in the hall is his wife, who went in first and found the body, ran away into the hall weeping, then fainted. In this vulnerable state, she's visible in the intervivo. A friend who came in case something was wrong finds her (door opening, footprints), rouses her, then leaves (disappearance of body).

Whenever the Noktulo speaks, time passes much more quickly. In the beginning, it was between his overdose, and the days he laid comatose in the bed. In the middle ("maybe you forgot something"), it was much briefer, so only a few hours passed. The paramedics come to take him to the hospital (floating of body). Proximity to his still-living but empty body causes a huge mental tension that this time causes him to black out.

To be absolved of guilt and either reenter his body or move on, the Noktulo engages the player to complete three tasks relevant to the sequence of events that lead up to his attempted suicide. They are (briefly to avoid more spoilers though it may be somewhat obvious :))

1. Find the rusty spoon in the house grounds (acknowledgement of past); also finds type-written diary giving more details about the story
2. Use the spoon to put a magic stone in the mouth of the White Body (referred to as such since the player doesn't know it's his) at the hospital - symbolizes the medicine overdose, coming to terms with the attempted suicide. White Body reveals location of labyrinth.
3. Finding the real Noktulo (descent into labyrinth in hospital, confrontation of guilt)

I'm still in the process of fleshing out the story as well as starting to design a look and art direction for the game/maps. Gameplay-wise, there will be monsters to kill, but instead of many easy ones, there will be a few difficult ones. Each monster is a different aspect of the Noktulo and so are all physical manifestations of the events leading up to that night. One example is a faceless, pale monster about 6 feet tall that has one large hole in its smooth head instead of eyes (called a "Skapo", "escaping"). It tracks the player by smell and attacks the player by grabbing him with one of its scalding-hot hands.

As for why I chose a foreign language for the dialogue, it's because I want Noktulo to feel foreign to the player. Toward the end of the game, he will speak English as the player nears the truth of what he is.

I can do the music, voice-acting, the writing and some concept art, but I'd need people for every other job, including modeling, coding, actual mapping, texture-work... I'll add more links to songs and such as I finish them.

If this sounds like an interesting idea, please post and I'll be happy to discuss the project more. I hope this idea can be made into an actual mod!

NEEDED: mapper, coder, texture artist, modeler/animator, concept artist, web designer

MEDIA:
Music - Opening Dialogue and Theme
Music - Opening - White Body (0:14 upright next to bed, 0:35 static)

Music - Hospital Ambience 1

Music - At the Labyrinth Entrance
Music - Labyrinth pt. 1 - Entering the Drug Gardens
Music - Labyrinth pt. 1 - Healing Pools Ambience
Music - Labyrinth pt. 1 - Positive Artifact
 
"Wake up..... Wake up. I can see you with night-eyes"

...

"I am about to touch you... with my hands!"
 
lol not quite :p It's a hard thing to translate into English ("per la noktokuloj"), so I did that ;) It could also mean "with the eyes of the night".

Toward the end, he starts to speak a combination of both. I'll do some concept art tomorrow with pastels to upload, as well as details of the second task (still trying to solidify the first).
 
This post will contain location and monster specifics. Concept art will soon accompany the descriptions of both. Check for updates :) Note that the BEST WAY to envision what I see for these settings is to just listen to the music I've made for them.


LOCALES:

House
---------
Monsters: Skapo, Grato
Major Events (significance):
* Introduction of the Noktulo
* Introduction and disappearance of White Body
* Assigning of first task
* Finding the Bent Spoon in the back gardens (first clue of past, introduction of Skapo monster, first weapon)
* Finding diary (some story elements)
* Discovery of house's isolation: surrounded by black void (establishing nature of intervivo, introduction of Grato)
* Assigning of second task
* Exit to Hospital
Key Dialogue Excerpts: "Indeed, there remains only you. You all alone."
"There are two things you may need outside. You remember where they are." (Bent Spoon, pistol)
"Yes, it is black outside. Black as in here, but you can leave, in a way. Outside these doors is the Empty. But through these doors is a different place. I give you this, and warn you: Do not touch it, but feed it. Feed it to the White One. Come. Find me." (Magic Stone)
Location Progression (open to revision): Bedroom -> Hall -> Bedroom -> (black out)
-> Inside House for non-locked exit -> Cellar -> House Grounds -> Tool Shack -> Bent Spoon (negative artifact) -> Roof -> Attic -> Hall
Music Themes: The Void; dark ambient

Hospital
------------
Monsters: Enuo, Dubo, Malpleno
Major Events (significance):
* Searching patient logs (all scratched out except for "de Quincey" which has "WHITE" written in red over it)
* Putting Magic Stone in White Body's mouth (revealing location of Labyrinth, key)
* Flooding room 87 (causes Noktulo to open path to Labyrinth)
Key Dialogue Excerpts: "Follow."
Location Progression: Lobby -> Records -> Basement (blocked stairs) -> Elevator -> Second floor (ICU) -> First floor (Operating Rooms) -> Operating Theater (White Body) -> Elevator -> Third floor -> Isolation Rooms -> Room 87 -> Labyrinth Entrance
Music Themes: The White Body and the Magic Stone, R.E.M.; dark ambient

Drug Gardens
--------------------
Monsters: none, but many hauntings
Major Events (significance):
* Recuperation of health and ammunition
* More diary pages found (story, hint to find Positive Artifact)
* In ruins, haunted scenes from life (clues to story)
* Discovery of Ring in destroyed cathedral
Key Dialogue Excerpts: "I am kiel strange being. I am, ni estas. I have lead you to find me. Exist to destroy, ekzistas to overcome, to torment. Do you know what down is, farther down, jes. I am here. Ĉu vi can find me?"
Location Progression: Entrance -> Healing Pools -> Small, Ruined, Rome-style Buildings -> Destroyed Cathedral -> Ring (positive artifact) -> Circular Gardens -> Invert Gate to Dark Labyrinth
Music Themes: Drug Gardens; Healing Pools; Discovery of the Positive Artifact; ambient

Dark Labyrinth
---------------------
Monsters: Agonio, Timo, Kontricio
Major Events (significance):
Key Dialogue Excerpts:
Location Progression: Dark Stairs -> Floating pieces of architecture -> Ruined, Rocky Landscape -> Dead Forest -> Forest becomes flesh -> Dark Labyrinth Core
Music Themes: Descent;

Dark Labyrinth Core
-----------------------------
Monsters: Noktulo
Major Events (significance):
* Fight Noktulo (defeat of guilt), use Positive and Negative artifacts
* Body begins to die, earthquake, cavity floods with blood
* Swim and climb up to mouth
* Blinding light outside (freedom from guilt)
Key Dialogue Excerpts: (simultaneously) "Yes/No! There was/Was there no other way. Were you free before? What are you now?"
Location Progression: Body Cavity -> Mouth -> White Room
Music Themes: Inter

White Room
-----------------
Monsters: none
Major Events (significance):
* Pale pillars
* "Welcome."
* endgame
Music Themes: Rafflesia


MONSTERS:
Skapo (Escape)
---------
Location: House Gardens
Description: 6' tall, man-like; pale, emaciated, nude; no face, one large bloody nostril; long claws, slow;
tracks player by smell
Attack: Grabbing or smacking the player
Damage: Medium-High (relatively easy to avoid since they're blind)
Difficulty: Medium, 12-17 pistol rounds should do it :)
Introduction: In garden tool shed. Player first sees a Skapo through the window of the shed. Goes around side to open, but it's gone. At the end of the shed is a small box with a lighter, glass vials, a knife, needles, and the Bent Spoon. When the player turns around, the Skapo is blocking the door, but is totally motionless. A gun is next to it on the table. As soon as the player picks up the gun, the Skapo attacks, blocking the player in.

Grato (Scratching)
--------
Location: House Void, Attic, Upper Floors
Description: 3' tall, similar in shape to Quake 1 Fiend; dark brown, very fast; one large hook for each arm;
Attack: Leaping and scratching player
Damage: Medium-Low
Difficulty: Low if you can hit them, 4 pistol rounds
Introduction: Rustling in the bushes heard throughout garden. After fighting the Skapos, the player goes around the side of the house to climb up to the roof. The part of the ground near the vines is very narrow, and a Grato jumps out of the black void at the player. If the player bypasses the roof and climbs into the attic on the other side, the Grato in the attic would be the first.

Enuo (Boredom)
-------
Location: Hospital, Lower Floors
Description: 3', misshapen humanoid blob; pale, one very atrophied arm, one stronger arm
Attack: Pulling off pieces of its atrophied arm and throwing them at the player
Damage: Medium-Low
Difficulty: Low

Dubo (Doubt)
--------
Location: Hospital, Operating Rooms, Upper Floors
Description: 5' tall, hunchback; transparent; noisy until discovered; fast;
Attack: Run up and scratch the player, then run away; will often hide in shadows until the player is right next to them
Damage: Medium
Difficulty: High, hard to hit and runs away to hide

Malsato (Hunger)
------------
Location: Hospital, ICU, Isolation Rooms
Description: 4', very fat and short; vaguely humanoid, more cylindrical, no neck; slow
Attack: hang from ceiling and vomit on player; hang from ceiling and drop down onto player to bite
Damage: Low from vomiting, High from biting
Difficulty: Low if you see them first

Agonio (Death Throes)
----------
Location: Dark Labyrinth
Description:
Attack:
Damage:
Difficulty:
Introduction:

Timo (Fear)
-------
Location: Dark Labyrinth
Description:
Attack:
Damage:
Difficulty:
Introduction:

Kontricio (Remorse)
------------
Location: Dark Labyrinth
Description:
Attack:
Damage:
Difficulty:
Introduction:

Noktulo (Night One)
-------
Location: Dark Labyrinth Core
Description:
Attack:
Damage:
Difficulty:
Introduction:
 
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