Most of you might remember a little story-telling exercise that we did last summer that ended in the release of The Chronicles of Weedrow - The Quest for Chalice of Awesome Evilness, which, if you haven't played it yet (shame on you!), is downloadable here
I've had so much fun working on this that I want to get the ball rolling for a second installment. ebd has helped to create an awesome suite of custom actors that will help create an even better and more interactive story this time around - including such things as a dialogue editor (complete with branching choices), being able to interact with things in the environment using the use button, finite state machines for setting up complex puzzles and many more things!
Because the story of the first installment turned into a bit of a clusterfuck that took a bit of work to untangle before the end, this time around the narrative will be a little more guided (in as far as if unlogical stuff starts popping up it will need a rewrite rather than having the next person in line trying to tie it all together with some incredulous explanation
), but there's still lots of room for people to experiment and do their own thing like in the first installment.So how does it work?
Each participant that signs up will have 2 to 4 (depending on how the story is progressing) 4 day
turns in which to build their own section of the campaign. They will continue where the last mapper finished. At the end of the 4 days they will then pass it along to the next mapper in the chain to continue.
This time, the general theme is already broadly defined. We'll be writing a ghost story starting out in a scary castle. The focus of The Chronicles of Weedrow vol. 2 is to provide both an entertaining story with good humor
like in the first volume, but we also want to try and freak the player out with good horror
. Who are we looking for?
People who aren't afraid to learn and use the new actors to their fullest, aren't afraid of setting up elaborate scripted events, like to come up with interesting gameplay ideas outside of the shooter realm, and generally know their way around the editor.
I'd like to restrict the amount of contributors somewhere around the 8 people mark just for logistics sake, but if we get more able candidates I won't say no Platform will once again be Unreal227hParticipants will recieve a package of documentation on the new actors and character writing guidelines at the start of the event, which is tentatively on the 1st of July, we'll be using DropBox to exchange the map between mappers so make sure to tell me your accountname / make an account if you don't have one yet! Contributors: