So Well Soon
  Arc, cosign? Arc
Where we left off the player was trying to get in to Ursula's house. He has a key but the door seems to be blocked from the inside.


This is the point that will trigger the henchman, cleverly named Hinchman. I don't know it's possible to really absolutely require a henchman. What if the player just won't accept the henchman under any circumstances?


So somehow this attempt to unlock the door to house triggers Hinchman. He walks out of a shadow or from behind a building or from inside a building or perhaps he's simply spawned as part of this trigger. In any case Hinchman walks up to the player and start a conversation.


Hinchman will ask the player if he needs any help and offer to get him in to Ursula's house. And lets have Hinchman say something about hearing there was a special task assigned to the player and that he'd like to assist in any way possible. Once Hinchman is a henchman he informs the player of a back entrance. This, it turns out, is a sewer entrance that runs up to a secret door that goes into Ursula's basement. From there Hinchman and player can investigate and get into the house.


Ok this is a perfect opportunity to insert a little combat at long last. First the player has to find a manhole cover/sewer entrance somewhere in the residential district. Once down in the sewers we'll insert some stupid rats and other low-level creatures.


The third or fourth encounter like that Hinchman will start making sarcastic remarks like oh, how original! more rats!. Then there will be some kind of gang hide out down in the sewer. Hinchman will offer his increasingly common and sarcastic reaction of A hideout in a sewer! What the lost boys are on vacation?!. Ya, that's a little annoying. Anyway lets put in a conversation here.


Perhaps I should stop at this point and do an inventory of all the maps I've mentioned so far:



Wow, when I list them all out like that it seems like a lot of different places to create. And I'll have a lot more I'm sure.


Now where was I? Right the conversation with a gang leader in the sewer. I don't know what I'll name him, maybe I'll just use the random name generator or something. He'll say something about the councel having a secret agenda and using unsuspecting "players" to acheive their end. This will be a rather obvious place for Hinchman to jump in, which he may or may not do. Ok so the gang leader will drop some subtle hints about a hidden agenda from the councel and how the gang is hiding supplies in the sewer. So the player can promise not to tell or decide to report this to councel member Mactell. And lets say Mactell doesn't really care anyway if and when it is reported.


Eventually the player and Hinchman will get the secret door to Ursula's basement. Perhaps there should a puzzle involved or some kind of convincing required for the gang to let the two of them pass. Either way we're now in Ursula's basement.


Now lets see, we need clues to the plot here. Maybe some kind of note about preperations being made. Should this look like a dungeon with restraints? Or is that too easy/on the nose? Ok I'm not sure what I want in Ursula's basement but I do no there won't be any rats and there will be some clues related to the plot. That's all I got.


Have to pick this up tomorrow.


  9:08 AM
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Since Dec. 1st, 2005

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