Sparky the Fox
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- May 29, 2003
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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
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