...or, close enough. But I did have cause to celebrate today as I put the finishing touches on the first complete draft of the script for Carcrash Parker and the Haven of Larpers, a project more than two years in the making. For those who may have missed my earlier posts on the subject, I'll give a quick runthrough:
The story thus far:
The summer before I came to Japan, my good friend Mike Rushia and I were looking for a project to fill the creative void in our post-college lives. Mike had been experimenting with the game design program Multimedia Fusion and wanted to try making something substantial. Somewhere in between one of our runthroughs of King's Quest V and our attempts to beat Shadowgate on NES, we started to talk more seriously about doing an adventure game. We had both grown up with the PC classics that had defined the genre in the '80s and early '90s, and knew the story-intensive, tongue-in-cheek style of the Sierra games backwards and forwards. All we really needed was an idea.
We started with a loose concept: a twentysomething classic gaming hound wakes up one day to find his Commodore 64 stolen by a gang of Larpers. From there, we planned out the puzzles, game design, and narrative tone together, while I tackled the characters and background story. Mike started on a point-and-click interface that would breathe life into the finished game, while I spent my evenings writing the game's script after working days painting walls and tutoring kids. I finished the first draft a few weeks before the monumental upheaval that was my departure for Japan, and only six months later did I feel adjusted enough to finally resume work on the project.
The current draft of Carcrash Parker and the Haven of Larpers is by no means finished, but is significant for being the first complete version. I'd like to revise it further, iron out a few kinks, and fix some storyline problems within the next year with the ultimate goal of starting production sometime after I get back to America, but we're taking that one step at a time. Getting the game drawn and illustrated will no doubt be the biggest obstacle, and we've spoken to some friends about providing some artwork.
I hope that at the very least there will be some progress to report in the coming months, either on this blog or on another website specifically for that purpose. For now, though, I'm looking for anyone willing to give feedback on the current script draft, so if you're interested in reading through a lot of Larper jokes and sarcastic narration, e-mail me at email@example.com, or drop a comment in this post.
Also, if any artistically-inclined folks out there are interested in working on backgrounds, character animations, or still scenes for what will no doubt be an awesome adventure game, definitely drop me a line.
That's all for now. My next post will be the 150th on this blog, and I'm in the process of putting together something entertaining for this personally important milestone. When I say it like that, it sounds like I'm having one hell of a week.