The plot should be as complex and branched and intertwined as possible; this game is going to be played over and over again with screencaps posted on imageboards, so we need to have as many different stuffs happening as possible. Each successful room completed should unlock maybe two more, allowing you some choice in where you want to go next. I think it would be great to have paths where taking the more confrontational, risky path would usually kill you or whatever the worst ending turns out to be, but an obscure action on this path will give you the finest ending. Perhaps if you choose to assist Crab Nicholson rather than escape, you'll need to avoid the time police discovering those puzzles you complete which breach time law, but if you choose to try and escape, the time police are trying to rescue you and you become even more of a prisoner to Crab Nicholson as the extreme sleepover time siege gets more intensely negative. However, certain site features may suddenly stop working and leave you with a severely degraded experience. Reasonable things shouldn't kill you though.
That's just how the unlocks work. Is he already a character thats been sorted because I was thinking he could be Marlon Brando that can do shit. Orteil wrote:In the end, we'll have a fairly complicated layout, so it'll be a good idea to throw in some warprooms or some transportation system. It is not wise to defy Crab Nicholson. It feels like any puzzles in this game will need to be abstract and ridiculous.
In August of 2009, independent musician Renard composed a theme song to be accompanied with the original game, including a detailed box art: Nothing was heard from the crabs in the following months, but in January 2010, a new team started developing the game, and on January 27, nearly a year and a half after the original thread, the first beta of the game, built 0,001 was released. As long as it's hub-based enough, it can have a nice and complicated layout, but still be relatively easy to get back to the beginning, then across the other side of the map from there. The rest of the game is still under development. After upsetting Crab Nicholson you run down to his basement. I will respond to it later. Now I for one believe that it should be impossible to kill him, but there can be ways to escape the Sleepover and or just have a happy ending.
You're on the 8th floor, goddamn. There is a door to the east. . You had passed out after defecating. God wrote: I quite like the idea of the house being shaped like a pyramid, travelling from the lair at the top, further down until some late portions occur underground or in places found underground. Like, you download porn onto a flash drive so you can play it somewhere and lead crab nicholson to it, and then whilst distracted for a moment, you can go somewhere where maybe he didn't want you going before.
About Crab Nicholson is a meme based on the American actor. From here you have to navigate yourself through a cluttered basement maze. Then, if after the initial room, there are like 2 or 3 rooms to choose from for example, you can complete like, 5 or more rooms before going onto the second of the secondary rooms. Find to get you started. I guess the question is, which seems most important: a lot of rooms, a lot to interact with, a lot of things going together? That's silly and all but I wanted it to be in. But if the player types look the player will notice a vinyl record player. A Midi of Prince's Trust comes on and Crab Nicholson cant help but start dancing.
The rest of the game is still under development. I would strongly recommend more of the latter type; it's more work to set up, but it encourages lots more exploration and thus lots more uncovering of shenanigans along the way. Except the house isn't actually shaped like a triangle. That's pretty intruiging too, I wouldn't mind the idea of travelling underneath or in some dungeon portion of the house, as long as you're able to return to the house proper just as easily. We could use the blog for writing.
That's just how the unlocks work. Ex: In the starting room: If there were a gun, you could take it, with the gun possibly determining your path. God wrote:Or, if you so choose, use the C4 as a valuable ingredient in the blender to make a drink, sculpt it into a hat and wear an explosive hat throughout the game, or other tasks, to improve your radness score. ~You can check how many rounds are in the gun. There is a walkway to the north. Does anyone think that the endings could be based on the puzzle difficulties? On the note of multiple endings, I think that in order to get the best ending, the final puzzle should make a binary choice between the best and worst ending, and be dramatic. ~You can shoot crab nicholson to piss him off, in which case path A: Deadly hide and go seek.
Not exactly that, since I have a really shitty idea of what's funny compared to most people, but just something that seems unimportant but opens an option you usually wouldn't think of. Done, and the game begins! As in, there are obvious solutions to get bad endings, or neutral reactions to progress the story and less obvious ones that yield rewards? A phonebooth to the east. In the end, we'll have a fairly complicated layout, so it'll be a good idea to throw in some warprooms or some transportation system. We'll use the site for planning. God I'm such a nerd.
I'm talking obvious things, things you wouldn't ever believe you'd survive. It all started with a picture of Jack Nicholson's head Photoshopped onto the body of a crab. If you turn it on it turns out to be Prince's Batman 89 Soundtrack. O Initial Room O O Secondary Unlocks O O O Etc. Shortly after being posted, many decided to post possible dialogue for the game.
I like the idea of rooms being unlocked, but when you have different puzzles in each room, the components to the puzzle solutions should not always be confined to that same room. Zaphod Beeblebrox wrote: Except the house isn't actually shaped like a triangle. In fact, I may have misunderstood someone's exact meaning, but the general idea I had in my head had something resembling quest paths where a series of puzzles are completed, altering your ability to complete some puzzles in a certain way, intertwining into some horrendously complex nightmare whereby the player will never really know what effects their actions have further down the line, partially because it's impossible for a single human to remember everything. Crawl under the crevice of dusty luggage and electronics or climb above it. As long as it's hub-based enough, it can have a nice and complicated layout, but still be relatively easy to get back to the beginning, then across the other side of the map from there. You have to feed someone, and you have an apple and a banana. What does this mean for me? The game focuses on , who comes home after.