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Post by tash on Feb 8, 2012 0:59:09 GMT -5
This is the general storyline discussion thread, for things that aren't specific to a character.
For example, in the IRC there was some talk of Bro also being in on MC/GF's Poker game before the start of the game, but stepping out for a smoke to leave the two of them alone but never coming back. (leaving his status unknown until you run into him)
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Post by onestep on Feb 8, 2012 5:41:19 GMT -5
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bigs
New Member
Posts: 3
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Post by bigs on Feb 8, 2012 8:07:32 GMT -5
Not really sure if this is the thread to post them in or not but we've had a few bad end ideas in the irc that should probably be posted somewhere at somepoint.
Infected MC end - MC is infected and becomes a zombie, however his is still self-aware but unable to control his actions. The player gets a mental-commentary of the MC as he slaughters his friends and chosen girl.
Suicide end - Most likely in the milf route, MC can't handle it anymore and offs himself. Fairly simple.
Nuke end - It has been suggested that the military would be planning to nuke the city. MC would find out about this at different times in different routes, some routes he would not find out at all and would escape it accidentally. So every route would have a bad nuke end.
Loli-nun rape end - On their way to an undecided location, a group of semi-insane thugs approach MC and the loli and pick a fight. Outnumbered, MC loses the fight and is rendered immobile. The thug's then proceed to rape the loli-nun infron of MC. Once they have all had their turn, they kill the loli-nun, then kill MC.
Murdering Milf Mistress Mauls Man end - Mid sex-scene, MC reveals that he isn't really Hank. The milf kills him immediately.
Department store end - MC decides it would be best to search a near-by department store for supplies. The department store, having already been raided had no supplies. As he attempts to make his exit he discovers that the department store has been overrun with zombies. He is killed.
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Post by onestep on Feb 8, 2012 8:11:44 GMT -5
Idea that got bounced around IRC earlier, and that I really quite liked. Very first dead end is in the first two choices that you make. You get to pick between looting two flats.
One flat has some goodies and no zombie. Other flat has more, but a Zombie.
If you get the zombie flat, you get the chance to fight it off with either a knife or a chair. Pick the knife and you die. Pick the chair and you live.
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Post by maiku on Feb 8, 2012 8:18:41 GMT -5
I wonder, those will be the slow-stupid zombie type? or the more aggressive kind? or even the intelligent resident evil 4/I am legend type, tho those might not be zombies anymore if you are too strict with the therm.
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Tougou
New Member
He who writes for Naomi
Posts: 10
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Post by Tougou on Feb 8, 2012 10:19:43 GMT -5
How are we dealing with the source of infection? Are we leaving it up for the user to decide, or will it be the flat out generic military/science experiment gone wrong? Better yet, are we going with the idea that MC and company needs to get their asses out of the city, or find the true meaning of the infection? Throwing up some ideas from IRC.
Cause of the infection is unexplained. Each route covers a different theory about the infection, like the nun believe it's an act of god, your bro jokingly saying a voodoo shaman rose them from the dead, etc. The media is just baffled like in any other generic zombie apocalypse. There is also word going around that the government has ordered the city to be cleansed by any means necessary. MC finds this out somehow on some routes (Cop-chan/Naomi's route confirms this situation from a friend she knows in the government that she still has contact with), which hastens the need to get the fuck out of the city.
And of course, here are some bad ends also taken from IRC/original thread, which I'm blending with the faction idea from the character board.
Nun-chan/Elizabeth Bad End - Everything has gone bad ever since you took charge. News spreads that the church faction is overrun by zombies, and Elizabeth's mind is on the line. You try to comfort her, and in return she drugs you. As your eyes start to feel heavy, you see the biggest grin emerge from her face. When you wake up, you appear to be tied to a cross. She has a hammer and a couple of nails in her hands.
MILF/Maya Ban End - You and Maya are being swarmed by zombies, in an attempt to chase after the bandit faction, but thankfully you two are more than prepared to face the ordeal. As you assure her everything is going to be okay, she has a delusion about you being her zombie husband coming to kill her. She screams in horror, pushes you back, and draws her revolver. Without any hesitation, she shoots to kill. Realizing what she has done, she pulls the trigger on herself.
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Post by onestep on Feb 8, 2012 14:09:24 GMT -5
This was a suggested format for the Game as a whole.
Act 1: Meetings. This is where you meet and pick a girl. If you fail to get any route, you get eaten by a zombie and everyone inside the lockdown dies.
Act 2: Alliance. The meat of the Girls routes. You've joined a faction, and you get together with your one true love/Bro. Shit goes down on a higher level than before. Military begins expeditions into City. Shoot on sight orders.
Act 3: Escape. You find out about themilitary systematic slaughter and make a rush for the city exits. Depending on the faction and girl, the method of escape varies. Bandits do it Mad Max style, Clinic does it stealth style and Church does it escort mission style. Military is pulling out all the stops. Systematic elimination of everything moving.
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Post by tash on Feb 8, 2012 14:43:45 GMT -5
They're fast and semi-intelligent for the first couple hours, but then rigor mortis sets in and they become slow and stupid. That means that fresh zombies are more dangerous, since they can spread easier and quickly make a swarm of the things.
The most agreed upon concept is "they're probably just voodoo zombies of some sort, but their origin is never really addressed in-game". Science zombies are done to death these days.
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Post by railgun on Feb 8, 2012 14:57:16 GMT -5
This was a suggested format for the Game as a whole. Act 1: Meetings. This is where you meet and pick a girl. If you fail to get any route, you get eaten by a zombie and everyone inside the lockdown dies. Act 2: Alliance. The meat of the Girls routes. You've joined a faction, and you get together with your one true love/Bro. Shit goes down on a higher level than before. Military begins expeditions into City. Shoot on sight orders. Act 3: Escape. You find out about themilitary systematic slaughter and make a rush for the city exits. Depending on the faction and girl, the method of escape varies. Bandits do it Mad Max style, Clinic does it stealth style and Church does it escort mission style. Military is pulling out all the stops. Systematic elimination of everything moving. I like it. The intro should be more about selecting the route and setting and junk. One thing I'm still worried about is the whole more than 4 group thing. I was expecting more of a alone time with the girl you choose, but I do agree that each girl should have a specific area of profession that we hold out for the beginning or even the first half of the game until we escape. I will be fine with this is act 3 has everyone dying, including you and the girl, depending on your choices. So Intro, Allies, and then Escape. Sounds like a plan, I'm thinking 5-10 choices per arc, and I like seeing 3 options per choice, where the choices get harder when we move to the escape part. Remember, this is horror. If you fuck up you and or your girl dies. Allies should have 1/3 bad ends, while Escape has 2/3 bad ends, along with 1 true good end and a bitter good end like having the girl live but you die. I just wanted to bring this up, how do we feel about going in a route and the girl dies? Is that consider a bad end, and just end their gameplay there? I don't see a reason to keep going if they failed to survive or save the girl.
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Post by tash on Feb 8, 2012 15:01:22 GMT -5
I'm working on a mock flowchart. It's pretty complex, so it'll take a bit. It obviously won't reflect the real game at all, but just a rough idea of what I'm thinking.
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Post by minjax on Feb 8, 2012 15:06:23 GMT -5
Act 1: Meetings. This is where you meet and pick a girl. If you fail to get any route, you get eaten by a zombie and everyone inside the lockdown dies.
I would like to point that this doesn't mean the interactions will be only between MC and his Heroine. There will be interactions between MC and other girls. Other girls will phase out through whatever means.
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Post by railgun on Feb 8, 2012 15:23:16 GMT -5
Act 1: Meetings. This is where you meet and pick a girl. If you fail to get any route, you get eaten by a zombie and everyone inside the lockdown dies. I would like to point that this doesn't mean the interactions will be only between MC and his Heroine. There will be interactions between MC and other girls. Other girls will phase out through whatever means. how I see the intro, depending on the player's personality type, we set them up to meet certain girls, and see if they follow their path or move on. Maybe give each girl 2 to 3 flags, and passing all of them will unlock their route. I keep seeing how staying at the apartment will find the NEET in her room and maya visiting her son, while going out for supplies will find the nun at the church and the cop that clinic?
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Post by tash on Feb 8, 2012 15:42:19 GMT -5
www.lucidchart.com/invitations/accept/4f32dcfa-eb04-4214-9705-109c0a8c0ba9That's as far as I got before the stupid thing told me it was too complex. There should also be a check at the ending that takes you to one of two post-day musings at the end of day 2, based on whether or not "Elly Point = 1" (either thinking about religion at night or wondering if there are any other lone survivors barricaded in their rooms). If it's the later, you get a few new options on Day 3 that allow you to find Jun/Maya.
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Post by railgun on Feb 8, 2012 15:58:37 GMT -5
www.lucidchart.com/invitations/accept/4f32dcfa-eb04-4214-9705-109c0a8c0ba9That's as far as I got before the stupid thing told me it was too complex. There should also be a check at the ending that takes you to one of two post-day musings at the end of day 2, based on whether or not "Elly Point = 1" (either thinking about religion at night or wondering if there are any other lone survivors barricaded in their rooms). If it's the later, you get a few new options on Day 3 that allow you to find Jun/Maya. I like it, specially Day 1, it gives a taste of the following. I still feel like we should have a gate way to split between staying in the apartment and choosing to leave to explore. The church path looks nice, but and having a few bad endings seems good, but if we put a girl in the main street, ally, station, I think this could narrow it down. I would like to associate the NEET with being a neighbour or hospital, nun with the church, cop with the army or clinic like professional help for survivors, and I would like to put maya on another floor of the complex. Girlfriend should be choosing to stay home or picking a destination that didn't relate with another girl. Bro will most likely stay with the girlfriend to watch over her, either that or end up missing after the smoke break.
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Post by tash on Feb 8, 2012 16:28:35 GMT -5
I think that girlfriend is staying behind to watch over the barricade. I'll add an option to stay behind with her on day 3 or 4. The "useless" locations like the department store, gas station and allyway mainly exist because there was an idea about the cop just patrolling, so she turns up at different places on different days.
A big reason for the flowchart is that Tom said last night that he's not a big VN person, so he isn't entirely sure what one would look like for this game.
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