My contributions:
  • level design
  • game design
  • puzzles
  • playtesting
  • branching questlines
  • dialogues
  • trum master

Murder in old Ashtown

Text Adventure

The game is a 2D text-adventure game named “Murder in old Ashtown”. It was created in 8 weeks by a team of 11 people using the ALAN-engine, Maya and Photoshop.

The game is about a murder mystery and the quest to find the murderer.

  • tga-engine

Team

  • Gustav Bok (Level Design)
  • Emil Axelsson (Level Design)
  • Christian Pilz (Level Design)
  • Martin Wallin (Code)
  • Shing Wai Lennart Leung (Code)
  • Max Karlsson (Code)
  • Mathias Olausson (Code)
  • Avian Juric (Art)
  • Philip Olsson (Art)
  • Daniel Johnsson (Art)
  • Alexandra Malmquist (Art)

Specifications

  • Length of project: 8 weeks
  • Team size: 11
  • Level Designers: 3
  • Programmers: 4
  • Artists: 4

 

The first game at The Game Assembly

This project was the first game I made at The Game Assembly, and this was the first time making a text-adventure. I had not played any text-adventures while I was growing up so the first thing I had to do was to play some of the previous ones from previous students. Finding out that the interaction with the game was to be purely by text-commands narrowed down the player interaction with the game.

The Design

When the interaction were limited we really took out the boundries when it came to the design of the game world. We wanted to create a game with branching questlines and multiple endings, something that had not been done before by previous students. We also wanted to have a day/night-cycle with characters who only could be found at night.

The Game World

A view of the city and the red dots represent the camera's rendering positions.We decided that the game was to be about a murder, and that the victim was to be the main character’s wife. The player starts outside his own house that is just outside the city gates where the player finds the murdered wife. By looking out of the window the player could see the perpetrator entering the city. When the player enters the city the doors locks behind him. From here the play-area is inside the city were it is treaten as an open world where the player could solve the mystery in many ways, and with multiple endings.

The Branching Questline

We designed our gameplay around the 10 characters in the town. Every character has either an alibi or an accusation against one of the other characters. The player would have to talk to a character who may give the information freely or, by choosing some of the dialogue-choices, be forced to do a quest to obtain the information. After each alibi the crowd of suspects shrinks and in the end the player will find out who is the murderer. An ending that depending in the players choices could end in three different ways.

Screenshots

The merchant's second quest at daytime. The priests first quest during daytime. A conversation with the gravedigger who only could be found at the cemetary during the night.