westingtyler's projects 
currently in development

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NotSSgame Overview Coming to digital PC storefronts October 20XX.




Overview

Locations

Activities

Characters

Development


Halloween night 199X, in the small mid-western town of [REDACTED].

Kids with bikes riding around town solving mysteries and fighting monsters in a Groundhog Day time loop. Manage your treehouse club, examine evidence, recruit kids, explore the county, and defend the world from mad scientists, aliens, monsters, kidnappers, spirits, demons, and a growing sense of doom.
Eat some candy and solve some mysteries.
Just remember: be in bed before midnight.
inspired by
Zelda: Majora's Mask . Earthbound . Maniac Mansion . Zelda: Breath of the Wild . Stranger Things . It . Monster Squad . The Goonies . Gregory Horror Show . The People Under the Stairs . Ultima VI . Goosebumps books




This is my game at night-time, and here's a mood/vibe trailer I recently made with some AI tools.




This is a wider view during the day (the lighting is temporary).

Begun in earnest in June 2018 (right after Resident Evil 2 Remake's reveal trailer was shown at E3), this game originally started as a simple overhead 3D version of my previous RPG Maker game (now called NotSS DX), which evolved into creating a survival horror framework, and has now evolved into an open-world Majora's Mask meets Earthbound adventure with a big story and lots of characters. Whereas tRS is a big experiment containing many gameplay genres to help me hone on on the types of games that most keep my attention and excite me for future development, NotSS is the product of that exploration. It combines everything I love about adventure, spookiness, exploration, mystery-solving, and more into a unified and awesome and epic adventure.


Using a Zelda-like adventure-style framework, I want to re-invent the way NPC and world interaction and mystery-solving works in games, creating a casual but deep and intuitive way to exist, immerse, interact, and explore the world as you uncover the truth beyond what's going wrong in town this Halloween night.



The game world is 5kmx5km and contains 30 connected neighborhood regions, each with a unique aesthetic and "clockwork schedule system" similar to how Clock Town works in Majora's Mask. The town contains hundreds of houses, all of which will be enterable (and lootable), and the town will contain hundreds of unique NPCs, each with a personality, interests and expertise levels, a schedule, a home, etc. At least that's the plan. I'm currently building systems to allow in-game adding and modifying of this content to make it as easy as directing a movie scene, and I'm working to create out-of-game tools to make it as easy as writing a novel. Currently there are no loading screens anywhere, but this may change as I populate the world with content if necessary.



The main story involves several "capital arcs," each of which would in a normal game feel like a complete story. The game also contains numerous side quests and a special effort to avoid copy-pasted filler. if a quest is not unique in some way that adds depth to the story of the world, it doesn't need to be here.



Everything you interact with derives from basic properties and plugs in new traits to allow higher-level interaction. Objects have primary materials that are affected as you'd expect (wood burns, metal melts but makes sparks in a microwave). NPCs, for example, are just animate objects that can schedule, move, speak, etc. Same for monsters. Monsters are just characters that are hostile. Because the game involves magic, you can manipulate the world by, for example, enchanting a tree to make it alive and to have the ability to speak. Same for a broom. And because any character can join your treehouse team, so could an enchanted broom. So could a monster. That's the goal, anyway.



The goal is also to store all the game variables, characters items, etc. in SQL databases, which would allow players to easily edit the town, schedules, characters, their verbal responses, etc. to create their own sharable adventures and quests.



This is an ambitious game, which could be a terrible mistake. I keep having the feeling  it will take 6 years to develop to a polished state (starting in June 2018). If I can pull this off, it will be unlike any game I've ever played, so I'm super excited to make it a reality.



This game is being developed in Unity using Playmaker and Blender. The plan is to release it on all storefronts (steam, itchio) for PC, and while it's currently not using VR, I very much intend to make it playable in VR, and that informs a lot of design decisions ranging from how cut scenes will be managed to how detailed ground textures need to be to how big the cartoony character heads can be without being obnoxious in VR. It's currently single-player, and while I'd love to incorporate online co-op, that is very far down the line if it happens.



   
NotSS Devlog Other Experiments Utilities About

Everything is a work-in-progress and is subject to change. Release dates TBA.