Consolidateed PBY Catalina 3D model
Level 10 SUBMARINE is completed ...

Moving on to level 11: LOST CITY.
It took only 2 days to write submarine level.

Level 10 SUBMARINE written all the way through ...

Just writing the alternative actions player character can take.
Not much writing for this level since this one is mostly exploring the submarine's interior and discovering its own stories ...

More writing on submarine level today ...

Writing continues on my submarine level.
Freelance VFX and graphics work at an all time low.
Might as well just stop doing that.

Dumped a client, got more work from another client, submarine schematic completed ...

Sadly had to dump a client who turned out to be a nut job.
Got more work from another client.
Submarine schematic completed and I am returning to writing of Submarine level tonight.

More complete submarine schematic ...

Client dump day today ...

Looks like its going to be a good dat for dumbing crazy clients again today.

Drawing schematic of submarine to

In this level its pretty much Roy by himself inside the submarine.
Its all about him exploring it and discovering the hidden stories in it.
So I am working on the strategy to draw a schematic first and then "let it tell the story" rather than trying to make it up with words. I think that this level is purely visual story telling. Objects telling us where they came from, who used them, for what, and so on ...

Completed a quick superhero character for a client and ...

... continuing on with Submarine level writing. 

Drew a quick sketch of the Lifters' submarine ...


Looking at level 10: SUBMARINE ...

I am doing some research online and finding great images of old submarines. Their cross sections illustrated.
The more I look at it the more I realize I will have to draw it out first.
Design the layout.
It will be too hard to write the story that takes place inside it if I cant see the layout in front of me.
Thinking of either a replica of a World War 2 submarine or a submarine that was built by an alien race. Maybe the Lifters themselves. Instruments that is hard to figure out. Machines that doesn't make sense from a human perspective. 
Then the only problem is I cant have Roy read any notes he finds in the submarine because it wont be written in English. 
Or maybe alien writing might be interesting too.
Then the only interesting findings would be actual objects.
Maybe he gets a chance to explore alien technology and living style. That might be interesting too. A whole voyage through the life of a Lifter ...
Will have to think about this one.
Roy wont meet any characters inside the submarine while traveling along in it but maybe he uncovers a really interesting story. Something that happened in this submarine. Something that reveals more about the world he finds himself trapped in.

Completed writing of level 9, on with level 10 SUBMARINE ...

15 days to write level 9 IRONWORKS.
On with level 10 SUBMARINE ...   :-)

Getting close to the end of level 9 Ironworks ...

Not there yet but getting pretty close.
Happy with how its turning out so far but little worried if I will have enough time to build everything I wrote HA  :-)
175 Pages of script so far.
In between the writing I am going back and forth with one client over freelance graphics work at the moment. I also had an interesting job offer from Texas. We will have to see how that works out. 

Working on all the alternative decisions player can make at the Ironworks ...

Ironworks is turning out to be a rather complex level in terms of all the different options player has and all the different outcomes that can result from his decisions. 
It will also have plenty of AI to deal with.

Ironworks ...

I created two possible ways for the character to get to the batteries in the IRONWORKS level. It would depend on weather he takes the stairs to the rooftop of the first building and meet the Fisher Girl or weather he climbs down another set of stairs to the waterline and meet the Drippers. Both decisions could lead to the outcome of him finding the batteries he is looking for. 

List of all the characters so far :-)

List of characters for Escape from Mill Station game project

 

Level 1 EXPLORE

 

1. Roy Stratik.                                                (Lead).

2. Iritiree.                                                       (Ghost woman).

3. Navigator.

4. Gunner lookout 1.

5. Gunner lookout 2.

6. Co pilot.

7. Levers.

8. Piano Man.

9. Bat Bird.

10. Rock Princess.

11. Crank Little.

12. Wire robot 1.

13. Wire robot 2.

14. Wire robot 3.

15. Wire robot 4.

16. Wire Man.

17. Stone Hunter 1                                        (Pilot).

18. Stone Hunter 2.

19. Stone Hunter 3.

20. Stone Hunter 4.

21. Jack Banger.

22. List Maker.

23. The Baker's rolling pins. (several).

24. The Baker.

 

Level 2 DUNGEON

 

25. Clicket                                                       (Mechanic and elevator repair man).

26. The Skinner.                                              (Dead man with 6 fingers on each hand).

27. The Stitcher.

 

Level 3 MINE

 

28. The Boat Boy                                               (Johnny).

29. Smoke Face.

30. Fish Guide.

 

Level 4 TOMB

 

31. Talking Monkeys.

32. Spit.                                                               (Leader Collector that spits).

33. 7 Other Collectors.

34. Worm of the dead.                                    (A huge worm made up of body pieces of dead

                                                                              people, aliens and animals).

35. Dead Bird.

36. Bone Grinder.

37. Door Monkey.

38. Tim.

39. Petals.

 

Level 5 KITCHEN

 

40. Sup.

41. Thin guy.

42. Fat guy.

43. The Paper Whisperer.                              (Middle aged lady cutting newspaper articles out

                                                                             and folds them into paper planes to spread news

                                                                             and send secret messages. She can whisper to her

                                                                              planes to make them go where she wants).

44. Coils.                                                           (A junk dealer who rents a cheap room in the

                                                                             Mill Station and fixes old radios).

45. The guards.

46. Handles.

 

Level 6 WATERFALL

 

47. Three Mountain Kings.

 

Level 7 STAIRS

 

48. Scootch.             

49. Blue Bird.                                                (Its egg juice injected makes humans immune against

                                                                         curse of the Flying Stones, for a short while).

50. Version 12.                                             (Lab guy).

51. Headless rebel Nimlen.                        (He had the bird whose eggs are immune to the power

                                                                          of the Flying Stones. He was punished by the other

                                                                           Nimlens and buried facing away from the Lightflow.

                                                                          Version 12 stole his bird and capitalized on it).

52. Nimlen Guards.

 

Level 8 CANAL

 

53. Uh.                                                          (Bicycle thief in the canals).

 

Level 9 IRONWORKS

 

54. Fisher Girl.

55. Lifters.

56. Drippers.                                           (Strange, short aliens with webbed feet who the Lifters

                                                                        catch and enslave to work in the ironworks, making the

                                                                        drums. Drippers are native to the mountain cave's lakes).

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Simplified key system even more ...

 

LEGEND ON OR OFF:

 

 

 

L                                                      Toggle to hide or show legend for keys.

 

 

 

BASIC MOVEMENTS:

 

 

 

W                                                     Walk. Characters leans in depending on mouse vector.

 

W + Shift                                         Run

 

W + Alt / Alt                                   Sprint

 

                                                         Strafe left or right is mouse vector dependent and automatically

 

                                                        kicks in. It also depends on situation or terrain.

 

S                                                      Walk backwards a few steps then turns and walks in that direction. 

 

S + Shift                                          Run backwards a few steps then turns and runs in that direction.

 

 

 

A                                                      Turn and walk to the left facing the direction you walk.

 

                                                          Strafe left a few steps if gun in hand and loosely aiming.

 

                                                          Strafe left only if tight aiming.  

 

A + Shift                                           Same but just faster.

 

D                                                       Turn and walk to the right facing the direction you walk.

 

                                                          Strafe right a few steps  if gun in hand or loosely aiming.

 

                                                          Strafe right only if tight aiming.

 

D + Shift                                           Same but just faster.

 

V                                                        Lie down.

 

C                                                        Crouch.

 

Z                                                        Sit down on the ground or anything near character he can sit on.

 

Space bar                                        Jump.

 

 

 

If character backs up against lower wall and you continue to press S the character will sit on the wall. If you face the lower wall and walk into it and continue to press W he will climb onto it and stand on top of it. If you run or sprint into it character will jump over lower wall.

 

 

 

PICKUPS:

 

 

 

Up Arrow                                        Character will pick up any item in front of him. What he is closest to and

 

                                                         facing. If it’s a note or book he will hold it so he can read it.

 

L and R Arrows                              Flipping through pages of a book, last page will flip to back of book and

 

                                                          if

 

                                                         you continue to press R Arrow book will flip to front cover.

 

                                                         If character is holding a piece of paper or note L and R arrows will flip it.

 

Down Arrow                                  Character puts down whatever he is holding in his hand. If he is sitting at

 

                                                         A table he will put it down on the table, or if he is standing next to it

 

                                                         And close to it and facing it.

 

                                                         Otherwise character will put it down on the ground. He will “decide

 

                                                         himself”.

 

H                                                      Swap items in both hands.

 

 

 

THROWING:

 

 

 

LMB                                                 HARD throw. Throw far.

 

RMB                                                 SHORT throw. Just throw something through a door or over a low wall.

 

Character will always throw whatever he has in his right hand. If he has only one item and in the left hand he will throw with left hand.

 

 

 

CLIMBING AND SITTING / LEANING:

 

 

 

W, S, A, D                                       Climb / Hop or climb over / step over / jump up very low object.

 

                                                         (Just keep pressing and hold down key and character will decide what do  

 

                                                          to.

 

                                                          Either climb up, or down, stop climbing, etc. Also, to sit in a chair you

 

                                                          just walk into it, hold down key like W and character will "decide" to sit.

 

                                                         To get back up you just reverse. Like the S key.)

 

                                                         If you walk slowly up to ladder going down or cliff’s edge character will

 

                                                         turn around and know that he needs to climb down.

 

                                                         If you just run off edge character will fall or he will fall if there is no way

 

                                                         To climb down.

 

                                                          If you run up to a cliff edge or edge high off the ground and stop right 

 

                                                          on it, the character 

 

                                                          will lean over it for a second and lose its balance and correct itself.

 

                                                         If you start sitting on a chair and in front of a table with a note or book 

 

                                                          on it and hit the up arrow character will finish sitting and pick up the 

 

                                                         note or book and read it.

 

 

 

WEAPONS AND SWORD FIGHTING:

 

 

 

1                                                       If revolver is in holster, character takes it out and

 

                                                         aims from the hip.

 

RMB                                                Tight aim. RMB again to come out of tight aim and just lose aim from

 

                                                         hips. Swipe with a sword if sword in in right hand. (Revolver can

 

                                                         still be held in left hand).

 

LMB                                                To fire any weapon or stab with knife.

 

                                                         If character is holding a rock, bottle, book or any other object  in his one

 

                                                         hand he will throw that object.

 

                                                         Stab with sword is sword in held in right hand.

 

MMB                                               Block if sword is held in right hand.

 

H                                                      Swap weapons in hands.

 

2                                                      For the next weapon. If a rifle for example is slung over shoulder. Or if a

 

                                                         knife in held on belt or pouch.

 

3, 4  ….                                            More weapons character is carrying on him.

 

To keeps things simple character will always carry a knife through the belt and the revolver in holster. Rifles are always slung over shoulder.

 

 

 

 

 

 

 

PHYSICAL FIGHTING:

 

 

 

F                    Character goes into physical fighting mode. (He will punch and kick only

 

                     even with weapon in hand).

 

RMB             Kick (Will kick with whatever leg is right for the moment).

 

LMB             Punch / hit hard (always with right arm and fist).

 

                     Punch kinda blends in with hard push depending on situation.

 

                     You can punch out a window too or break through barrier.

 

MMB           Block.

 

F                  Character comes out of physical fighting mode.

 

                    (Weapons reload automatically when empty.)

 

 

 

CLOTHING:

 

 

 

C                              If C is pressed character assumes “clothing mode” posture. He indicates with body

 

                                 language that he is ready to remove clothing, put on or swap out.                             

 

LMB                        If you click and hold down, you cycle through head, hands, face (glasses),  and so on.

 

RMB                        If you press RMB character will remove whatever he is wearing on that part of the                        

 

                                 body selected by the LMB actions.                                           

 

C                              Again, character comes out of clothing mode and resumes last mode he was in before

 

                                 C was pressed.

 

If you happen to have a hat in your hand while pressing RMB when head is selected character will swap out whatever is worn on the head at that time with the hat in his hand.

 

Character can also remove the belt and holster with side arm. He cant put it in his backpack though but he can put a knife and the revolver in his backpack.

 

 

 

BACKPACK:

 

 

 

B                           Character goes into “backpack mode. He removes his backpack and opens it on the 

 

                              ground or on a low wall if he happens to be sitting on it or a table.

 

RMB                      He drops whatever is in his hand into backpack.

 

LMB                      He picks an item from his backpack and lifts it out to look at it.

 

                              If you click and hold down LMB he cycles through everything inside backpack. This will

 

                              continue looping until you release LMB and then he will have a single item in his hand.

 

                              If you change your mind you drop the item in bag by pressing RMB.

 

H                           Swap items if both hands full. He does the picking and dropping of items only with right

 

                              hand.

 

B                           Again, to come out of “backpack mode”. He closes the backpack and puts it back on.

 

                              Keeps on holding the item (if he took anything out) in his hand.

 

 

 

PUSHING OR PULLING:

 

 

 

P                   Character goes into pushing or pulling mode. Gets into position and is ready.

 

W / S             Push or pull object.

 

W / S             Stop pushing W or S to release object being pulled or pulled.

 

                      If you walk backwards and forwards character will swap between pushing and

 

                      pulling. (It will know where to place hands).

 

P                   Character comes out of pushing and pulling mode.

 

 

 

DROWNING:

 

 

 

If character is diving under the water the viewer slowly just becomes blurrier (as he is losing consciousness) and eventually just turns black as he dies, if he doesn’t get air in time.

 

You can also hear the distress in his voice.

 

There will be more air bubbles escaping in front of the viewer.

 

The blurriness creeps in from the side so the player can still see the center.

 

When blurriness reaches center of viewer that is when everything turns to black and character dies.

 

 

 

HURT OR WOUNDED (medical needs):

 

 

 

If your character is wounded his animations will reflect that. So, if he jumped off a too high object and hurt his ankle he would limp when he walks or runs.

 

Then he would run slower and maybe fall at random intervals.

 

Character gets up himself after a fall.

 

If he got shot in the shoulder he would hold his shoulder with his one hand or lean in on that side.

 

His body movements will reflect what the type of hurt is. He will also bleed (mesh swap) if he got hit or scraped with something).

 

 

 

M                   That will tell the character to heal himself. So, he will stop, sit down and take out a med kit 

 

                       from his backpack and address his wounds. You can’t control how it will fix his wounds the 

 

                       character “knows what to do”.

 

M                   Again to either interrupt procedure and get back up.

 

                       If he is putting a bandage on he will finish that part before he responds.

 

                       If you just wait until character finished with healing, then he will put everything away in his

 

                       backpack and return to state he was in before you hit M.

 

                       So, if he had his revolver out when you hit M he will pull it out of its holster again and hold

 

                       It in his hand after he is done.

 

Revised version of KEY LEGEND ...

KEYBOARD LEGEND FOR PC VERSION OF THE GAME

 

Trigger volumes will determine how the character walks, crouch walks,  crawls and will help choose

what the character does if you LMB. In that way you can use same keys like WSAF and LMB for various

different actions.

Character will always reach for something in front of him. So, if you have a choice of items to his

sides and in front of him you need to turn the character first. If its lower or higher than character

it will reach up of bend over to pick up.

 

 

 

 

 

LEGEND ON OR OFF:

 

L                                                      Toggle to hide or show legend for keys.

 

BASIC MOVEMENTS:

 

W                                                     Walk. Characters leans in depending on mouse vector.

W + Shift                                         Run

W + Alt / Alt                                   Sprint

                                                         Strafe left or right is mouse vector dependent and automatically

                                                        kicks in. It also depends on situation or terrain.

S                                                      Walk backwards a few steps then turns and walks in that direction. 

S + Shift                                          Run backwards a few steps then turns and runs in that direction.

 

A                                                      Turn and walk to the left facing the direction you walk.

                                                          Strafe left a few steps if gun in hand and loosely aiming.

                                                          Strafe left only if tight aiming.  

A + Shift                                           Same but just faster.

D                                                       Turn and walk to the right facing the direction you walk.

                                                          Strafe right a few steps  if gun in hand or loosely aiming.

                                                          Strafe right only if tight aiming.

D + Shift                                           Same but just faster.

V                                                        Lie down.

C                                                        Crouch.

Z                                                        Sit down on the ground or anything near character he can sit on.

Space bar                                        Jump.

 

If character backs up against lower wall and you continue to press S the character will sit on the wall. If you face the lower wall and walk into it and continue to press W he will climb onto it and stand on top of it. If you run or sprint into it character will jump over lower wall.

 

CLIMBING AND SITTING / LEANING:

 

W, S, A, D                                       Climb / Hop or climb over / step over / jump up very low object.

                                                         (Just keep pressing and hold down key and character will decide what do  

                                                          to.

                                                          Either climb up, or down, stop climbing, etc. Also, to sit in a chair you

                                                          just walk into it, hold down key like W and character will "decide" to sit.

                                                         To get back up you just reverse. Like the S key.)

                                                         If you walk slowly up to ladder going down or cliff’s edge character will

                                                         turn around and know that he needs to climb down.

                                                         If you just run off edge character will fall or he will fall if there is no way

                                                         To climb down.

                                                          If you run up to a cliff edge or edge high off the ground and stop right 

                                                          on it, the character 

                                                          will lean over it for a second and lose its balance and correct itself.

                                                         If you start sitting on a chair and in front of a table with a note or book 

                                                          on it and hit the up arrow character will finish sitting and pick up the 

                                                         note or book and read it.

 

WEAPONS:

 

F1                                                   If revolver is in holster, character takes it out and

                                                       aims from the hip.

RMB                                               Tight aim. RMB again for hip aim.

                                                       F1 again and character puts the revolver back into holster.

F2                                                   2nd weapon he has slung hold and aim.

                                                       F2 again and character slings 2nd weapon.

F2                                                   (When revolver is held or tight aimed) Character swaps out revolver with

                                                         2nd weapon.

F3, 4 ...                                           Other weapons.

LMB                                                To fire any weapon or stab with knife.

                                                         If character is holding a rock, bottle, book or any other object  in his one

                                                         hand he will throw that object.

 

PHYSICAL FIGHTING:

 

F                    Character goes into physical fighting mode. (He will punch and kick only

                     even with weapon in hand).

RMB             Kick (Will kick with whatever leg is right for the moment).

LMB             Punch / hit hard (always with right arm and fist).

                    Punch kinda blends in with hard push depending on situation.

                    You can punch out a window too or break through barrier.

MMB           Block.

F                  Character comes out of physical fighting mode.

                    (Weapons reload automatically when empty.)

 

OBJECTS AND CLOTHING:

 

1                             If nothing in hands, hands move up to anything worn on head.

RMB                       Whatever is on head character takes off.

MMB                      Character takes off backpack and opens it. He is ready to either

                                drop item in bag or take item out.

Down arrow          Character drops item in hand into backpack.

Up arrow                Character takes next item out of backpack. And so, you "cycle" through

                                the contents of backpack.

1                             If a hat is held in hand. Character moves hands up to head as if want to

                                take off what is on head. (If another number key is pressed the character

                                cancels his plan and move his hands to another part of the body).

RMB                       If another hat is held in hand, character swaps out hats. He continues to hold

                                whatever he took off in his hand.

Down arrow           Character puts whatever he has in hand down. Either on a table or surface nearby

                                 or just on the ground in front of him. If he is under the water, he just lets

                                 it go.

Up arrow                 Character picks up whatever he is close too and facing. If he picks up a note

                                  or book he will hold it in a reading position, so camera can see the pages.

L/R arrows                Character turn pages / roll schematic either to the left or right.

H                               Swap items if items in both hands. (Right hand will put something away or

                                  down). If only 1 item in left hand left hand will do all the work of putting

                                   away, down or wear.

 

2               Torso.

               

3               Pants.

 

4               Right hand.

 

5               Left hand.

 

6               Feet.

 

PUSHING OR PULLING:

 

P                   Character goes into pushing or pulling mode.

RMB             If character is near object that he can push. Like a board, cart, statue

                      Or any object that can be pushed. He will get into position and be ready

                      to start pushing. (Grabs onto it / get a grip on it).

                     The same if character can pull something. Like a cart, dolly, something with

                      rope attached.

W                  You just press W to push object forward.

S                    You would walk backwards if you are pulling something.

RMB             To release object being pulled or pulled.

                     If you walk backwards and forwards character will swap between pushing and

                     pulling. (It will know where to place hands).

P                   Character comes out of pushing and pulling mode.

 

DROWNING:

 

If character is diving under the water the viewer slowly just becomes blurrier (as he is losing consciousness) and eventually just turns black as he dies, if he doesn’t get air in time.

You can also hear the distress in his voice.

There will be more air bubbles escaping in front of the viewer.

The blurriness creeps in from the side so the player can still see the center.

When blurriness reaches center of viewer that is when everything turns to black and character dies.

 

HURT OR WOUNDED (medical needs):

 

If your character is wounded his animations will reflect that. So, if he jumped off a too high object and hurt his ankle he would limp when he walks or runs.

Then he would run slower and maybe fall at random intervals.

Character gets up himself after a fall.

If he got shot in the shoulder he would hold his shoulder with his one hand or lean in on that side.

His body movements will reflect what the type of hurt is. He will also bleed (mesh swap) if he got hit or scraped with something).

 

M                   That will tell the character to heal himself. So, he will stop, sit down and take out a med kit 

                       from his backpack and address his wounds. You can’t control how it will fix his wounds the 

                       character “knows what to do”.

M                   Again to either interrupt procedure and get back up.

                       If he is putting a bandage on he will finish that part before he responds.

                       If you just wait until character finished with healing, then he will put everything away in his

                       backpack and return to state he was in before you hit M.

                       So, if he had his revolver out when you hit M he will pull it out of its holster again and hold

                       It in his hand after he is done.

Worked on another more simplified keyboard legend ...

KEYBOARD LEGEND FOR PC VERSION OF THE GAME

 

Trigger volumes will determine how the character walks, crouch walks,  crawls and will help choose

what the character does if you LMB. In that way you can use same keys like WSAF and LMB for various

different actions.

Character will always reach for something in front of him. So, if you have a choice of items to his

sides and in front of him you need to turn the character first. If its lower or higher than character

it will reach up of bend over to pick up.

 

 

 

 

 

LEGEND ON OR OFF:

 

L                                                      Toggle to hide or show legend for keys.

 

BASIC MOVEMENTS:

 

W                                                     Walk

W + Shift                                         Run

W + Alt / Alt                                   Sprint

                                                         Strafe left or right is mouse vector dependent and automatically

                                                        kicks in. It also depends on situation or terrain.

W + S                                               Walk backwards. Character typically strafes a little then turns.

W + S + Shift                                   Run backwards. (Can’t sprint backwards)

 

S                                                        Turn 180 and walk the way you came facing camera.

A                                                      Turn and walk to the left facing the direction you walk.

D                                                       Turn and walk to the right facing the direction you walk.

V                                                        Lie down.

C                                                        Crouch.

Space bar                                        Jump.

 

CLIMBING AND SITTING / LEANING:

 

W, S, A, D                                       Climb / Hop or climb over / step over / jump up very low object.

                                                         (Just keep pressing and hold down key and character will decide what do  

                                                          to.

                                                          Either climb up, or down, stop climbing, etc. Also, to sit in a chair you

                                                          just walk into it, hold down key like W and character will "decide" to sit.

                                                         To get back up you just reverse. Like the S key.)

                                                         If you walk slowly up to ladder going down or cliff’s edge character will

                                                         turn around and know that he needs to climb down.

                                                         If you just run off edge character will fall or he will fall if there is no way

                                                         To climb down.

 

WEAPONS:

 

F1                                                   If revolver is in holster, character takes it out and

                                                       aims from the hip.

RMB                                               Tight aim. RMB again for hip aim.

                                                       F1 again and character puts the revolver back into holster.

F2                                                   2nd weapon he has slung hold and aim.

                                                       F2 again and character slings 2nd weapon.

F2                                                   (When revolver is held or tight aimed) Character swaps out revolver with

                                                         2nd weapon.

F3,4 ...                                             Other weapons.

LMB                                                To fire any weapon or stab with knife.

 

PHYSICAL FIGHTING:

 

F               Character goes into physical fighting mode. (He will punch and kick only

                even with weapon in hand).

RMB             Kick (Will kick with whatever leg is right for the moment).

LMB             Punch / hit hard (always with right arm and fist).

                Punch kinda blends in with hard push depending on situation.

                You can punch out a window too or break through barrier.

MMB             Block.

F               Character comes out of physical fighting mode.

                (Weapons reload automatically when empty.)

 

OBJECTS AND CLOTHING:

 

1               If nothing in hands, hands move up to anything worn on head.

RMB             Whatever is on head character takes off.

MMB             Character takes off backpack and opens it. He is ready to either

                drop item in bag or take item out.

Down arrow      Character drops item in hand into backpack.

Up arrow        Character takes next item out of backpack. And so you "cycle" through

                the contents of backpack.

1               If a hat is held in hand. Character moves hands up to head as if want to

                take off what is on head. (If another number key is pressed the character

                cancels his plan and move his hands to another part of the body).

RMB             If another hat is held in hand, character swaps out hats. He continues to hold

                whatever he took off in his hand.

Down arrow      Character puts whatever he has in hand down. Either on a table or surface nearby

                or just on the ground in front of him. If he is under the water he just lets

                it go.

Up arrow        Character picks up whatever he is close too and facing. If he picks up a note

                or book he will hold it in a reading position so camera can see the pages.

L/R arrows      Character turn pages / roll schematic either to the left or right.

H               Swap items if items in both hands. (Right hand will put something away or

                down). If only 1 item in left hand left hand will do all the work of putting

                away, down or wear.

 

2               Torso.

               

3               Pants.

 

4               Right hand.

 

5               Left hand.

 

6               Feet.

 

PUSHING OR PULLING:

 

P               Character goes into pushing or pulling mode.

RMB             If character is near object that he can push. Like a board, cart, statue

                Or any object that can be pushed. He will get into position and be ready

                to start pushing. (Grabs onto it / get a grip on it).

                The same if character can pull something. Like a cart, dolly, something with

                rope attached.

W               You just press W to push object forward.

S               You would walk backwards if you are pulling something.

RMB             To release object being pulled or pulled.

                If you walk backwards and forwards character will swap between pushing and

                pulling. (It will know where to place hands).

P               Character comes out of pushing and pulling mode.

Level 9 (Ironworks) written all the way through ...

Level 9 is written all the way through.
Cancelled two jobs.
One was looking for a sucker to use his machine as a render farm and the other one wanted graphic design for way too cheap.
Drawing hard lines in the sand now when it comes to work.
If I am going to work for crap I wont so it on my beautiful machine.
Might as well go work behind a counter somewhere.
I am now writing the alternative decisions the player character can make in level 9.
Went to the food bank this morning.
Same rotten food.
Doing my taxes for the city little later this weekend.

Just finished correcting spelling and grammar in Word of everything written so far ...

I switched to Word.
Had to correct formatting, grammar and spelling.
Just finished.
Now I am working forward again  :-)

Switching to Microsoft Word today ...

Been writing in one big text file.
However I wanna start getting grammar, spelling and format issues together so I thought I'll switch to Word.
So I have to revise and go back a little today just to clean up my tracks in the writing.
otherwise I am more than halfway through level 9 and making good progress.

Total script length so far ...

So far the total length of the story script is 232 pages in Microsoft Word document format.

Another quick extract from level 9 ...

This is the beginning of a massive shootout scene between Lifters and Stone Hunters ...
Cinematic. Several Lifters come storming at Roy from the bottom of the stairs. One of them points straight at Roy and let
  out a horrible screeching noise. Roy tries to duck out of the way as another Lifter hands his rifle to the leader who aims
  and takes a shot at Roy. He misses but hits a giant chandelier right above the heads of the Stone Hunter party upstairs. Two
  Stone Hunters who had their weapons slung and were tasting some delights the Lifters had put out for them on another table,
  gets crushed by the heavy chandelier while they both just put a cookie in their mouths. The leader of the Stone Hunters is outraged.
  He waves at his men who aims at the Lifters
  across the table from them and the Lifters at the bottom of the stairs at the same time. The Lifters at the bottom of the
  stairs take their aim off Roy and redirects it to the Stone Hunters above who comes storming out of the negotiating room
  and bundle up at the railing of the top of the stairs.
  A fierce shootout follows. The Stone Hunters fire their Fire Shooters and the carpet the lower Lifters are standing on catches
  on fire! It spreads very quickly up along the long curtains on the sides of the staircase. Roy sees his opportunity, ducks down
  really low and runs all the way up the stairs with firing swooshing back and forth over his back, just missing him with a few
  inches! He runs down a short corridor and jumps through an open window onto a tin roof that can barely hold his weight. He looks
  back through the window to see if anyone is coming after him. Two Lifters saw him and is rushing towards the window to catch up
  to him. As they reach the window Roy slams the window shut. The Lifters just smile at him through the dirty glass. They aim
  their weapons straight at him. Just at that moment the tin roof collapses under Roy's weight and he falls straight down. The
  window turns into a huge puff of dust as the Lifters fire through it. The wooden frame splintering in all directions. Roy fell
  out of the way just in time. He crashes through another roof below.

Up early this morning working on writing level 9 ...

Its an important level.
More will be revealed about Stone Hunter ships, their construction, how they work, etc.
Also big fights.
I want this level to satisfy the FPS guys  :-)
Otherwise just a rainy day in Bellingham.

Friday night ...

Tempting not to game all night  :-)
Writing level 9 IRONWORKS.

Completed writing of level 8. Kicking off on level 9 IRONWORKS ...

Level 8 is written. Not too many options you have in a canal.  :-)
It took only 3 days to write that one.
Not a very big level but its going to have an awesome water / flooding effect and I am 
looking forward to building that.
Kicking off on the Ironworks ...
Ironworks is already pretty well figured out. Its going to be one big action and shootout level  :-)

Level 8 (CANAL) is written all the way through ...

Writing the alternative decisions the player can make now ...

Added one more level: CANAL ...

I added one more level.
CANAL.
There are now 16 levels in total in the game  :-)

Ironworks ...

Level 8 (Ironworks) is going through major changes right now. 
I am adding characters and story plot that will make this level a lot more complex.
its going to be a level of action and shootouts though.
For all those who like shooting games  :-)

Completed writing of level 7 ...

Working on level 8 now  (Ironworks)   :-)
Took 7 days to write level 7.

Cappuccino

asked for a short wet cappuccino at Starbucks this morning.
Then she asked me wet like in mocha.
I said no wet like in less foam.
So she said like dry?
I said no the opposite of dry.
So she asked oh like wet?
I said yes.
So I got a cappuccino with whip cream.

Level 7 written all the way through ...

... and I am working on the alternative decisions player can make.
I also changed the fuse Roy has to find for the cable car to a battery. 
He wouldn't be looking to replace a fuse he could too easily just fix it with a wire.
So that wouldn't make sense.
A battery is more complex and he would have to find one somewhere.

Another extract from level 7 ...

Begin note: "I feel so terrible this morning after drinking that new potion last night. I fear I might not live to tell anyone about it and how important it is. I worked on it for weeks and thought it was finally safe to give it a try but I am not sure now. I might have been in too great of a hurry. Too optimistic. In the event I pass and someone finds this letter I hope that you will read my story and understand why the Blue Bird was so important for my experiments. After reading this you will understand why I had to do what I did.

I had been studying the Lighflow for such a long time. Then one day I saw this Nimlen who found the perfect antidote against the Flying Stones' evil curse. I could not allow such a gift to be wasted by a Nimlen who was simply curious and all it wanted to do is just stare at the Lightflow without wanting  any deeper understanding of it and its great hidden powers.  So I simply did what their his people would expect from their own kind and warned them about the Nimlen who did not respect the elders' ways. It was only my own disciplined and respect for tradition that drove me to do it.

Then they passed their judgement and they buried the Nimlen up there on the stairs, backwards, facing away from the Lightflow so that he may never set eyes on the Flying Stones again even after death.  I just happened to walk by there one morning and noticed that the Blue Bird stayed with its master.  I knew it was this bird's eggs that held the secret to the antidote against the curse of the Flying Stones. Even after death the bird sat on his shoulder. It would not leave him. Then as I walked closer the bird it flew to me. It was a complete surprise. I didn't make any effort to catch it. I respected the dead Nimlen even if he had been judged to serve as an outcast for all eternity. When the bird flew to me and came to sit on my shoulder I knew it was a sign. A sign that I was destined to find the cure against the evil Flying Stones and save the citizens of this world from turning to stone. To empower Windmasters to explore the clouds without the fear that they will get into too close contact with the stones and face a certain slow and painful death. Windmasters deserve a better life and any power they can find to protect them from the evil of the great blue triangle.

So I decided to keep the bird. I found a beautiful cage for it to make sure that it will stay committed to my important mission and I will discover all its secrets. For one reason only of course. To help the people of the World of Clouds take another step closer to winning back their own identity that the triangle so brutally stole from them. Help them fight for their own freedom.

I walked past the remains of the previous owner of this magnificent bird the other day. I noticed something truly bizarre. His desire to be closer to the Lightflow was so strong though that he was able to twist his head around. Even in death.  So he could see over his back. So while his body turned to stone over time his head twisted around and eventually faced the Lightflow. That was not good enough forhim though. He wanted more. To be closer. So his neck stretched until his head eventually broke off and drifted away from the rest of his body. Now his head, half stone and half Nimlen, just hangs there. In midair.  Just staring at the Lighflow right in front of him. A part of me feels guilty of what happened to him but it was his choice to disrespect his elders. It wasn't me who decided his fate and how could I have known that his own kind would punish him so severely. That they would turn him into an outcast even in the afterlife.

Sometimes at night when I walk through my own dreams I can hear his head calling to the Blue Bird. I pity him and often wonder what I can do to help him. Maybe my work to create the ultimate cure for the Flying Stones' curse will put his soul to rest.

I have also thought of allowing the Blue Bird to return to its old master. I have managed to replicate its egg juice from the other chemicals I have so I dont really need the bird anymore.  I know that if I open the cage door it will fly straight to its old master. Be his companion again even if it is in death.  At least they will be reunited again and be each other's company. Maybe I will set the bird free soon ... End note.

Sunday the 18th ...

Working on my writing today. Deep into level 7, about halfway with it. I have 52 different characters in the game in total so far. 
Its coming along nicely and I think I have enough interesting sub plots in each level to keep the game interesting. I am getting a decent paycheck tomorrow so I am looking forward to that.

Good day for getting work in today ...

2 Logo jobs and one 3D / motion graphic.
3 things going on at once.
Writing suffering a little right now but I will catch up.
Halfway with writing level 7. 
Sunny days all weekend.

Roy meets Scootch ...

< Cinematic. The man stops his struggle with his wheelbarrow to look at Roy: "You shouldn't be walking around in here. You 
   dont know
  what those Flying Stones will do to you eventually?"
  Roy holds out both his arms: "Oh I do know. I think my arms are already starting to turn to stone. I have to walk through 
  here to
  get to the Ironworks though. I dont know of any other way. Do you know how to get there from in here?"
  The man snorts and walks closer to Roy. He grabs one of his arms to look at it. Then he pulls out a syringe of some sort and stabs
  Roy in his shoulder with it: "This will help. Hold still."
  Roy yells out loud: "Aaaa! What the hell did you do to me?"
  The man responds: "Scootch is the name. I didn't get yours you were yelling too loud."
  Roy grabs his shoulder: "Shit. Roy is my name."
  Scooth holds out the syringe: "Well Shit take this. It will help slow down the process. Look at your arms now."
  Roy takes the syringe and holds up his arms: "Its Roy ... Its gone!"
  Scootch: "You can have that one. Keep it with you while you are in here. It wont last though. I have one more for myself so that is
  o.k. for now. You can get more from Needles."
  Roy sees the corpse of a dog in the wheelbarrow. Its half turned to stone: "Is that your dog?"
  Scootch: "Was. It turned to stone from keeping me company in here for too long. I didn't have enough medicine for both of us."
  Roy shows his sympathy and then continues: "Do you know the way to the Ironworks?"
  Scootch goes to stand behind his wheelbarrow: "I dont know but Needles might know. He built his lab in here a little further
  down in one of the tomb rooms. He has been here longer than I have. He makes the medicine in that injector. He helps me and
  other travelers who come into contact with the curse of those Flying Stones."
  Roy: "Will he talk to me?"
  Scootch: "He is nice and do business with most travelers. Everyone except Stone Hunters. They are more immune to the curse anyways
  so they dont really care about the medicine but they too turn to stone eventually."
  Roy: "So where is his lab? Is it just further down the stairs?"
  Scootch thinks for a minute then glares at Roy with an evil glint in his eye: "There is a door."
  Roy: "A door?"
  Scootch: "Yes a door. Its hard to find though. Difficult to see it."
  Roy: "Great. I hidden door."
  Scootch: "I can tell you how to find it. You must do something for me though. Further down there is a big chamber. Its almost right
  at the bottom of the stairs. In there once lived an inventor or machines. Machines that could move on their own. No need to
  push them around. There is a machine in there I really need. I am getting to old to push this wheelbarrow up and down the
  stairs all day long. In that chamber is a wheel barrel that drives itself! It is the truth I tell you!"
  Scootch is smiling and rubbing his hands.
  Roy snorts: "A motorized wheelbarrow? Seriously? What drives it?"
  Scootch: "Its a wheelbarrel not wheelbarrow. It runs on nuclear power."
  Roy: "Nuclear power?"
  Scootch: "You just have to be careful not to bump it too much. Other than that its perfectly safe."
  Roy frowns: "O.k. whatever. If I find this motorized wheelbarrow for you will you show me this door to the lab?"
  Scootch: "Yes, and its a wheelbarrel."
  Roy: "O.k. got it. Just down the stairs then?"
  Scootch: "Yes. Its not that far down. Just bring it to me and I will tell you how to find that door."
  Then Scootch reminds him: "Use your medicine if you need to. It will buy you time." >

49 Characters in total now ...

As I am hitting level 7 I have 49 characters in my game now. Not all of them are human
some are animals.

Level 6 is wrapped up ...

... and I am kicking off with level 7.
Exactly halfway with entire story  :-)
Woo woo !!!!

Level 6 is written all the way through and writing the alternatives now ...

The meeting between Roy and the Mountain Kings (level 6) is written all the way through.
I am just writing all the alternative choices now.

9 Days to write level 5 (Kitchen) ...

On to level 6 (Waterfall).
Level 6 is very small and pretty short.
Dialogue between Roy and the Mountain Kings is important though.
When I hit level 7 I am exactly half way through the story  :-)

Writing all the alternative choices player can make on level 5 ...

Taking a while.
There are so many options!

Finised writing level 5 all the way through ...

... I am now working on all the alternative decisions the character player can make.
To write the linear first version without alternatives took 7 days.

Just finished watching gameplay of Death of the Outsider ...

Really enjoyed it.
Another masterpiece.  :-)

I am floating the idea to do all the performances myself ...

I am wondering if it would work if I do all the performances myself.
If I will be able to use the same animation references on different models and characters.
It might work.
Maybe I can test that and then it will cut my costs drastically for hiring actors to help out.
Then I just need the visual references to model the characters from.

I started looking for a local stage today to do all the video references ...

... for animations.
I contacted a local stage here in Bellingham lets see what they say.

Page break ...

PAGE BREAK >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Writing first meeting and decent conversation between Roy and Iritiree today ...

A lot of information about the World of Clouds will come out in this conversation.

The ghost woman finally has a name ...

I named the ghost woman. 
Iritiree.
The name has no specific meaning in fact it doesn't exist. That is the idea. She is someone
who "doesn't exist" in the story. I tried Google translate and Wikipedia and couldn't find anything on that name. So that is good. She was born in the World of Clouds and is the daughter of a mountain king so she would have a name that doesn't exist on earth.

Enter a Descriptive Title for your New Blog Entry

Blog here.

Writing first meeting and devent conversation between Roy and Iritiree today ...

In this conversation a lot of things about the World of Clouds will be explained ...