joeygopher
Member
This is an idea I've had bubbling away for ages, but it's finally starting to turn into something tangible. I originally designed it as a board game, but I think a computer game has more potential!
Grandfather lies dying. When he passes away, the manor, estate, and all his wealth will pass to one member of the household. You have until then to ensure you are his favourite - and there are three ways to do it.
1 - bribe your way into his heart (and his will) by bringing him the things he loves.
2 - manipulate the inheritance by discovering documents that change who benefits. Take documents that help your cause to Morden, the family lawyer. Destroy documents that work against you in a handy fireplace.
3 - eliminate the competition using one of the many brutal weapons scattered around the house.
Still got quite a huge list of things to do, but thought I'd share to see what people make of it so far. In particular, I've still got to figure out how the ghosts of murder victims are going to function. Also, the 'narration' still needs a lot of tuning - I liked the idea of it being like a gothic novel written as you play, but it's ended up being too much info to take in. Any thoughts on that front would be very welcome!
Grandfather lies dying. When he passes away, the manor, estate, and all his wealth will pass to one member of the household. You have until then to ensure you are his favourite - and there are three ways to do it.
1 - bribe your way into his heart (and his will) by bringing him the things he loves.
2 - manipulate the inheritance by discovering documents that change who benefits. Take documents that help your cause to Morden, the family lawyer. Destroy documents that work against you in a handy fireplace.
3 - eliminate the competition using one of the many brutal weapons scattered around the house.
Still got quite a huge list of things to do, but thought I'd share to see what people make of it so far. In particular, I've still got to figure out how the ghosts of murder victims are going to function. Also, the 'narration' still needs a lot of tuning - I liked the idea of it being like a gothic novel written as you play, but it's ended up being too much info to take in. Any thoughts on that front would be very welcome!