Hello all!
Oh, whoops, something has fallen out of my pocket, onto the ground, face up at your feet! Don’t look at it! Don’t look at it! Don’t look at it… too closely, anyway:
My current WIP is a detective game using my Forsaken Edge setting from Forsaken Denizen and Killing Machine Loves Slime Prince. It’s blending ideas I’ve explored before in Castle of the Red Prince (each case is a single location) and Weird City Interloper (verbless gameplay where you acquire knowledge), but I guess the elevator pitch would be:
Toby’s Nose meets Ace Attorney
(IMPORTANT DISCLAIMER: there is no dog in my game.)
Normally, I toil away on these things in the dark and then throw them at my poor beta testers to help smooth off the rough edges, while shrugging about any major flaws they uncover in the foundations of the design. I’m still going to do that to some extent! I don’t think this is the best concept for “a detective game” that I could have come up with, especially when we have the likes of Return of the Obra Dinn, The Roottrees are Dead and, in our own community, Color the Truth, all directly tackling the problem of how to make a game where you investigate and make deductions. I’m just making my simple game where you explore some fantastical locations and contradict witnesses and suspects! That’s what appeals to me!
BUT.
The fact is that I am singularly ill-equipped to write murder mysteries. I like playing with my weird little characters in make-believe land. I like dressing them up and decorating the set. I like leaving things a bit vague so you can fill in the blanks with your own imagination. I like giving characters rocket launchers and jetbikes and letting them use them. What I am less good at is writing a cast-iron plot with no logical inconsistencies. Really, I have probably never done that!
So my plan with Vasily Verchek’s Not Dead is that after I’ve finished each of the five cases (I have a vague character arc in mind, but mostly it’s just that Ace Attorney games normally have five cases), I’ll release them for beta testing - maybe even open beta testing?! And we can try and fill in all the plot holes with gravel (or whatever plot is made of).
I’m probably still a way away from anything worth sharing (how about a very early alpha-type release to check that the basic mechanics are comprehensible? something a sensible author might do, if I am one), but while I work on it, I’m going to post here every so often with some polls, in-universe bits of text etc. to try and drum up interest and expand my pool of victims volunteers.