Willy Elektrix wrote:Bare Minimum
*Title
*Name of Fictional Company
*Promotional Blurb
*At Least 5 Complete Games
Optional
*History of Fictional Company
Wintermute, LLC. Cosmic Climb 12-in-1:
Founded in 1990 by Percy Simple and Charlotte L. "Civil" Milton after finishing work on a contract game for a different company. The duo were childhood friends who frequently did contract work for various NES games back in the day, most infamously a licenced adaptation of the film "The Birth of a Nation". [feel free to change this to any other film that wasn't in the public domain then, but is now] With hearts full of determination and wallets brimming with cash, they hired a team and began working on a game that would've "changed the landscape of gaming as we know it".
The visions of the duo seemed to be unclear at first. Simple wanted a game featuring sweeping romance and rivaling literature epics, pushing the NES to the max; Milton wanted to make a game featuring fantastical and science fiction. Their confused visions led to the idea of creating a multi-cart, and thus the Cosmic Climb was born. "A climb to a higher perception of reality" as the unused advertising would've read. By the end of 1990 10 of the 12 were finished and the rest were quickly on the way.
But trimuph turned to tragedy when their financier Harold Walker, lost control of his car and crashed head-on into a semi-truck, and was only identified by his license plate. The effect on the company was devastating. Massive debts revealed to have been incured by Walker meant the company was deep in debt to the wrong people. The company folded and the staff began working for a organized crime syndicate. The former Wintermute employees were frequently arrested for murder and money laundering, with Simple himself being arrested and executed for killing 188 men as an apparent hitman.
Rumors still circulate about Walker merely faking his death and fleeing to Brazil, but beyond low-quality footage on the internet, it is unconfirmed. The remaining founder, Milton, could be found at video game protests, citing such titles as Call of Duty, Grand Theft Auto and Doki Doki Panic as training children into shooting enemies of the state. In late 2016 she died in a bizarre incident involving another former video game developer and a lightning strike. No further information has been released on the matter, and her remaining family, a niece, has asked me to stop calling her.
The game's existence was unconfirmed for most of the '90s and '00s, but was mentioned on a few conspiracy websites as an experiment by the government. With the death of Milton, the game was finally found in an unmarked box by her niece, who has asked that me to stop calling her. She was gracious enough to upload the nearly finished game, the manual, and the box art. [eliminate/add items as necessary]
I don't know why I bothered with a new name though, HamsterVision is a fine name for a company.
The number the completed game is supposed to have is directly a reference to how many games were supposed to be made for the game, and the finished should well, be the ones finished. In theory we could do what we were discussing a few pages back, have the non-existent games give an error message and just go back to the menu.
*Trailer Video
*Screenshots
Ideally for screenshots the developer of the game would pick out one shot they think showcases their game the best and we'd use that.
Now for the trailer, I'm not going to throw out any definite ideas, but just general suggestions, such as: How long do we want it to be; What aspect of the games do we want to focus on, villains, heroes, etc.,; What kind of music do we want over it; Do we want narration? Now I'm envisioning a two minute trailer, giving us plenty of enough time to show about 10 seconds at least on each game, and focusing on the action aspects.
Also does anyone else here have experience working on videos? I have some, but keep in mind this was about eight years ago in Windows Movie Maker and they were not good. Mind you this was less so because of editing and pacing and more because they were of themselves, not good.
More things to say about Action 37:
1)It's only half as big as Zelda I. Zelda I is 8x16 while this seems to be 8x8.
2)2 down 1 right doesn't have the water properly walled, and via this I was able to glitch into 3 down.
3)Can I just say that the ordinary guy secret is really, really, great?
4)You don't seem to need to be stronger in order to get the blue armor. At least the visual effects of it.
5)The cacti don't seem to have walls, except for one of them.
6)The "Is something wrong?" rabbit has no wall maps on the sections that would normally be black.
7)Might be a good idea to block the player from going behind the talking characters.
8)At 8 down 6 right the purple tiles that are similar to the green tiles are walkable. Is this supposed to happen.
9)Are there any hidden burnable areas that aren't obvious? It feels better to ask instead of just throwing fire at every tree I see.
10)I didn't mention it last time, but outside of the aforementioned melodramatic shopkeeper the NPC dialog is well-written.[/spoiler]