Rosstin
2015-03-14, 12:19 PM
EDIT:
Bam, demo.
http://i6.photobucket.com/albums/y237/AsterAzul/download_demo_button_CARMILLA.png (http://rosstin.itch.io/carmilla)
Hello, this is Rosstin, the producer of Queen At Arms (https://www.facebook.com/QueenAtArms).
Me and my lead artist, Meagan, are considering producing Carmilla as a visual novel.
Queen At Arms is a huge game, and as a result of its size I don't think we'll ever be able to quite get the level of "polish" to what I desire. Carmilla is going to be a 10-minute-long vertical slice of only our very best work, trying to elevate our visual novel format to something closer to a point-and-click or Telltale-style game.
Anyway, this thread is for us to brainstorm and get advice. Brother Oni and Mr. Mask were particularly instrumental in helping us get the battle sequences in Queen up to par, and making them realistic to the level of technology in our fantasy world. For Carmilla, we want to have similarly high standards with regards to historical accuracy.
Our game is set in the 1870s. The entire game takes place in the course of one night, in the bedroom of Laura (the protagonist). At a barest sketch, the plot:
• Laura hears a tapping at her window
• She finds an injured Carmilla who entreats Laura to help her
• Laura dies, Carmilla dies, or both survive
Meagan and I have a million questions here. We're taking the characters and setting and world of the book, but we're changing things up a bit too. Laura will be a bit smarter than her book counterpart. Rather than a shy, bookish girl, Laura is an intelligent young woman with an active interest in modern science of the 1870s. Her room, for instance, is full of curios from far-off lands and bits of tech from the time period.
The character of Carmilla is something we've been struggling with. We want to avoid pulling a Twilight. Meagan and I decided that, to be true to the original story, Carmilla has to be a vampire who kills humans to survive. At the same time, she has to be an attractive, alluring, seductive, and compelling character.
Bam, demo.
http://i6.photobucket.com/albums/y237/AsterAzul/download_demo_button_CARMILLA.png (http://rosstin.itch.io/carmilla)
Hello, this is Rosstin, the producer of Queen At Arms (https://www.facebook.com/QueenAtArms).
Me and my lead artist, Meagan, are considering producing Carmilla as a visual novel.
Queen At Arms is a huge game, and as a result of its size I don't think we'll ever be able to quite get the level of "polish" to what I desire. Carmilla is going to be a 10-minute-long vertical slice of only our very best work, trying to elevate our visual novel format to something closer to a point-and-click or Telltale-style game.
Anyway, this thread is for us to brainstorm and get advice. Brother Oni and Mr. Mask were particularly instrumental in helping us get the battle sequences in Queen up to par, and making them realistic to the level of technology in our fantasy world. For Carmilla, we want to have similarly high standards with regards to historical accuracy.
Our game is set in the 1870s. The entire game takes place in the course of one night, in the bedroom of Laura (the protagonist). At a barest sketch, the plot:
• Laura hears a tapping at her window
• She finds an injured Carmilla who entreats Laura to help her
• Laura dies, Carmilla dies, or both survive
Meagan and I have a million questions here. We're taking the characters and setting and world of the book, but we're changing things up a bit too. Laura will be a bit smarter than her book counterpart. Rather than a shy, bookish girl, Laura is an intelligent young woman with an active interest in modern science of the 1870s. Her room, for instance, is full of curios from far-off lands and bits of tech from the time period.
The character of Carmilla is something we've been struggling with. We want to avoid pulling a Twilight. Meagan and I decided that, to be true to the original story, Carmilla has to be a vampire who kills humans to survive. At the same time, she has to be an attractive, alluring, seductive, and compelling character.