(Name of the game updated since I am an idiot.) Christopher Cash, Remie Piccoli and Teddy Daniels are a group of overeducated and underpaid professionals. Tired of always being runners up, three friends band together to take ghost hunting to the next level. Using the Dynamic Electromagnetic Full Range Scanner, or Spook Scanner as Cash likes to call it, they'll begin taking jobs across the city. Every photograph means more money in the bank. Joined by Christina Coles, team leader, they'll go house to house recording film, taking pictures and documenting evidence of the paranormal. Gameplay: *Mission based horror with an overarching plot line. *Earn money through the photographs you take to buy supplies for your future missions. *Use the Spook Scanner, a sonar like detection device that will lead you to ghosts. Get their picture and make a profit. *Get freaked out through ever intensifying horror as the ghosts you face off become ever more malevolent and dangerous.

Post news Report RSS Immediate Goals

I thought I might take time to release an overview of the immediate timeline and goals of the game. I have been playing horror RPG Maker games for a while and I just felt inspired enough to try and tackle making one of my own. However, I wanted mine to be just a bit... different.

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You see, one of the problems with many of the horror games I've seen is how paltry the story has been. That applies to FPS and RPG Maker games. Very often it's 'find x of item JUST BECAUSE' or 'JUMPSCARES!' For my money two of my favorite horror games have been One Night and Crooked Man. These games were long, story heavy and intriguing.

I feel as if I have a bit more to offer on the story side, though. Who knows. I could be terribly, terribly wrong. However I have previous experience writing for Blizzard Entertainment, and have an agent I'm working with to get my book out to market. So at some level I think my writing skills are a bit better than most. I'm hoping to put together a humorous but also terrifying game that balances between stretches of plot with comedy relief and character depth, to stretches of terrifying gameplay.

Will I strike the balance? Tonight I begin mapping out the first house that the Spirit Seekers will be doing photo and video of. That will be what I consider the first, fully developed demo. I am hoping to have that released by September 2014. Until then I'm also going to clean up the Pre Alpha Demo for a more robust release as an Alpha version in August.

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