"Mend" |
ARTIST | Lauren Lewis |
YEAR | 2011 |
LINK | Download Game |
DESCRIPTION |
The player-controlled character is Agatha, initially Wisp, the spirit of a young girl who died of illness well before her time. Unable to cope with the reality of death, she has been reincarnated as a spirit in a kind of purgatory-on-Earth in the form of an enchanted forest, having lost all memory of her prior life. This is where the player begins, without any backstory to speak of, save the indication that Agatha must regain her memories in order to be able to move on to the afterlife. Through following the directions of forest spirit guides, the player must assist her in her transformation from being Wisp, a spirit with no name and no memory, to accepting that she is really Agatha, a girl who died tragically young. MORE... The game blends aspects of roleplaying games, such as quest progression and visual character evolution, but is nonstandard in that it lacks combat mechanics or equipable items. Instead, the player follows a predetermined story, reminiscent of a visual novel. While not mature in terms of actual content, the subject matter probably restricts the audience to teens and above. Due to the structure of the story, many UI elements borrowed by World of Warcraft in the development of the ?! SDK are not be used (such as the cast bar, the inventory screen, and most likely unit frames) or have been reskinned to better fit with the overall design. The game, at present, is far from complete. Only one of the projected three zones has been completely designed and implemented, as well as only one of three main character "stages." Currently, the player character does not visually evolve, as was intended, nor do all other characters have all of their intended animations. Due to some difficulty with the SDK and time constraints, the storyline for the initial zone leading up to the reclamation of the first of Agatha's three important memories (her name) has not be fully implemented using quests. Instead, the current incarnation is mostly driven by dialogue. I plan to continue development on this project over the summer, though possibly using a different development environment more suited to a less "action-y" game. << BACK |