Test Games:
Html Flow chart *
*subject to change.
Purpose. Test the audio/music: Plot sequences, layout, format, art.
A ‘practice’ building a game-like structure.
Art , audio, music, script, story, and comics can develop from this.
[ General Inspiration – I tried a browser click game I found on the internet, and had some ideas: this is a way of getting the basic overall structure down.
Then when setup, bulk of the time, can be detailing; additional levels; sequence embellishments ( back, cast, props, characters variations) – ect. ]
To me, LuridMax is the opportunity to develop the aforementioned.
Basic, structure( html flowchart)
Notation:
a. audio ( voice over segments)/ Music. Indicating existing or to develop
b. image ( descriptions, )
c.narrative ( can have voice acted later)
d.Game options ( navigation: links to next pages).
e. animation potential ( sections that can be animated. Starting with simple frames : potential for more frames.* )
Specific to word press website format:
Header:
large art at top of each page opened
( can measure: to create ideal image sizes, and develop)
Links:
can start as text. Then later, an image can be a link.
( potential: 1. Lettering ( comic book style). With audio. 2. image object.* )
*can read more, about: in Renpy, click team fusion ( 2-d games; limited 3-d), and word press options.
Project Mission Statement:
There is no reason, we can’t have some basic lurid pre-code horror clickable game sequence with:
a) accompanying original music
(suspenseful, adventure, , cinematic, pastoral, ect; metal, classical, )
b) embellished art
( with consistent background layer;)
c) character, variations.
Modes:
Test Modes:
Open World: No instructions, explore, – and discover quests, artifacts, and engage unexpected characters and events. *
*( including, adult, lurid pre-code horror scenes.)
Story Modes: Cinematic,dialogue, straight forward quest.
( material for comicbook presentation). Like watching a cartoon, with choices for scenes.
Skeleton Mode: A skeleton*, of an idea for a scene element that can be included and developed for the larger game (Story, or Open World).
*Individual screens, testing individual mechanics of game play for items. Not a game that would be released. Incomplete. Lacks connection to larger story.
For example:
Items test games:
Guillotine 1.
Guillotine 1, var 1: background Aravek port 1.
Guillotine 2,
Guillotine 3,
Guillotine 3, var 1: background Drackendour Dungeon level 3
Guillotine 3, var 2: background Drackendour Dugneon Level 3
Gallows 1.
Gallows 1, var 1: background Arleth village, 1.
Gallows 1, var 2, backgroung Arleth village, 2
Chopping block 1.
Chopping block 1, background Aravek port 2.
Chopping block 2.
Chopping block 2, background, Talverna courtyard
Chopping block 2, background, Talverna courtyard var 1.( night)
Chopping block 2, background Talverna courtayrd var 2 ( morning)
Chopping block 2, background Talverna courtyard var 2 ( noon 1)
Chopping block 2, background Talverna courtyard var 2 ( noon 1, guards 1)
Chopping block 2, background Talverna courtyard var 2 ( noon 1, guards 1 , crowd 1)
Chopping Block 2, background Talverna courtyard var 2 (noon 2, guards 1, crowd 2, Magiztrix 1female)
Chopping block 3.
Chopping block 3. background Raljun courtyard
Chopping block 3. background Raljun courtyard var 1
ect
Skeleton mode:
Character additions.
Nude mode ( on/off)
Gore ( realistic, Anatomical detail: setting 1, 2, 3; Cartoon stylized: A, B, C: insert example thumbnails*)
( Description: ie. Cartoon: A: red area B: bone visible C: striations, red, some darkened orifices, bone, general, stylized representation.: variants: neck longer than anatomically accurate. Smaller circumference. Variants: shorter, thicker. Based on anatomical diagrams. Based on representations from various media. : include title, label, each style )
Scene Mode:
The story, presentation, utilizing an element from skeleton mode. More immersive. Utilizing fully developed, humanized characters. For example.
In the Scene mode: Zaydimar speaks to her harem acquaintances in a cell. The recall the good times in the palace, favorite pets, dates, banquets and balls ( like the montage preceding the Queen Mary, or any Tudor scenes). Sincere, expressions.
There are options to escape. For scene mode, will have each ‘scene’, as though a cartoon ( maybe).
The executioner, a former acquaintance, comes by the cell, to give her a gift. They are both sad. ( humanizing, and the crux of the pre-code context). It’s a piece of jewelry.
One scene version, she reads the runes, and the jewelry, is discovered to be an artifact of power.
( one version, it makes her immutable, after being beheaded, she remains alive, and later becomes a Dullhan, until meeting with a sorceress, that can make her whole) ( another version, she uses it to control the crowd like puppets, and causes her enemies, in the palace, corrupt official, priestesses, Suathra’ minions, to be slaughtered, and takes over Raljun as Warqueen) ( another version, she gives the jewelry to an executioner, who switches her with another harem girl ( that has been tranquilized, and hooded, to appear indistinguishable: and the jewelry pays her fare, to escape by horse drawn carriage to a neighboring city ; Aravek, Talverna, Caldestra, or the a custom location: the border of the Jungle ( to cross over into Congo Jongo) or the Obelisks of Sukkoth ( to enter the BnthosOram en, and travel to the Witch Fynder Satelittle, in the Nyhaelos dimension, where the Biresan, Drinna,and Dreksun are in conflict )
The difference between Story version and Scene, is that the Scene would be just the section of narrative, and dialogue, with options ( but not linking to the rest of the story yet), that utilizes the Skeleton element. Example:
Scene Mode: Zaydimar + guillotine 1.
- Court scene: brought to Magistrate ( variant: King, queen, , boss, bandit, guard, ect)
- The cell scene: Alone, with others. Mood, angry, sad, weak, defiant, tired, anxious. Links to dialogue. Expressions. Interludes ( intercourse, variants, guard, cellmates, lesbian, straight, ect, potential, ) artifacts, secret panels, messengers, chances to escape, plans.
- Dream sequence: Can be of the imagined scene: variations, lines, costumes, bac ckgrounds, dialogue, defiler, ect,..character variations, skeleton variations
- Taken to ( Scene): to next day brought (dragged, taken, brought, by cart; 2 strong arm guards, male/female, dragged by hair, chain, location, other implement; with line of others, variant, humanoids, costumed, animorphs) to location ( background variant). Procession, parade, marching troops , variations. Nudity, ect. ( time of day, location)
- Reading charges: ( commander, or priest, or Magistrix, or Magistrate, overseer, king, executioner, assistant, ect) read from a scroll ( item variation), attitude ( callous, or solemn, respectful, menacing, furious, weak, tired, blasé, irritated, casual, serious)
- Reaction: Crowd, ( scream, furious, bored, scared, protest, chanting, empty, crowded, guards, martial law, aristocrats entertained, other prisoners revolted, horrified, angered, saddened, acquiantances saddened, intervene, )
- Reaction Main character: ect
- Reaction any supporting cast.
- Scene: Poses, position, views of pre code horror scene. Variants. 10. Extended after: variants.
Phases of Game Development:
Early Access Only:
Flow Chart Html Game Phase:
Starting with Skeleton mode. Working toward developing Scene modes, and Story modes, – and open world.
For LuridMax ClandestineSubscribers, all these will be available as I complete anything to test.
Since the audio* ( not all of the voice acting is ‘commercial/broadcasting rights;’) After I make plenty of tests, , and near having something I want to release for the public ( then I can contact the voice actresses, pay for the relevant rights. And/or, get updated recordings, of additional dialogue, or hire other actresses)
This phase is about getting game ‘Flow chart’s’ setup, for subscribers to have access.
Etiology of Game Concept:
From Open World to Comicbook World
There are many things involved in game development. And at the scope I envisioned for Luridmax in 2014, such a game, would have a ‘team’ of creative artists/writers/ programmers/ level makers ect.
One reason to ( or motivation ) to try to tackle a project of this scope, is seeing the effort of ‘modders’ for Skyrim. Taking a relatively conservative mainstream ( professional quality) ‘video game world’, full of supporting NPC cast, locations, and story/lore, and adding elements to make it more ‘immersive’ to a medieval setting*.
*Chopping blocks, gallows added to Skyrim. Guillotines, gallows added to Conan Exiles. Guillotines, gallows to Atlas.
The game has a lot of backgrounds, costumes, and production. There is room to do mainstream game play without ever encountering the aforementioned. And after encountering them, return to the detailed world of colorful exotic locations, in rich detail, and beautiful characters and costumes.
Adding the horror element to the aforementioned, enriched each; making them more than the individual parts. That, to me was the ‘magic’ of Skyrim, and the many games that followed, which presented lurid adult pre-code horror content, as supplement, flavor, to the main vanilla game.
My project was to make a vanilla story/lore, cast, main and supporting characters, costumes, background locations, quests, ( names, titles, ) and have the option of the lurid pre-code horror element.
To ‘mod’ my own content, rather than be another modder, endlessly adding to the aforementioned content. I learned how to do it, but when I saw the time it would take to make levels, and cinematics; it occurred to me, that it might be worth it, to create my own content, rather than invest that much time into content I don’t own the rights to.
Rights Royalties Retirement:
For example, Bethesda’s creation kit, which allows anyone to mod the game, is a way to promote their game. Instead of hiring programmers to make supplemental content. They can support modders with encouraging websites, online communities, and even pay modders money ( less than they’d have to pay programmers for the same amount of interest and content the fans generate). Modders can spend years making new content. Then get married, get a new job, whatever. The work they made, is controlled by Bethesda, ultimately. Limited rights are given the author: their name, – fame in the online communities. Some really gifted at it, might get hired by a studio, based on the content; which is great. But, it seems like the situation when an artist/writer creates a character, that becomes popular while working for DC or Marvel comics: The character belongs to the studio. Todd Macfarlane got mentioned in the credits at the end of Sony’s “Venom” – but to my knowledge, he claimed he got no money. Royalties , are essentially the retirement, for artists. Who, like professional athletes, have a career proscribed by their physical output; which invariably changes overtime.
Is it worth it, to take the time to make content that I have the rights to, and apply it to comics, illustrations, paintings, video games, such that from 2014 – 2020 ( I am still ironing out the details, of the story/lore, characters, backgrounds, ect) when I could just mod existing games, and make fan -art comics and illustrations?
Well, in 2025, I would likely still be making content based entirely on trending games and characters, and in late life, reflect on Todd Macfarlane’s admonition to young artists, to create their body of work while they are young and full of energy; rather than churn out fan art for a quick buck now, and then when older, not be able to compete with the young new artists, or churn out art at that rate, and watch the income shrink, with the energy level.
Applications:
Possible Marketability of Games later on.
Presumably, each week*, – in game purchases offered, new character, supporting cast, items, levels, scenes, stories**
** each year.
*( at some point, – presentation, marketing design: ie, like Blizzard, or EA,)
, – game can be free to play later on, for the largest audience, – and then purchasable additional characters: ie,
New Content to offer for Purchase:
Executioners.*
*( male, female, creature, robot , ect,.. : utilizing any of the 40 designs: whatever I have time to make )
Main characters*:
Obviously, a main benefit of offering male and female characters at some point later:
a) diffuses potential sexism
b) can set it up so characters I offer are ‘ voted’ on by polls. –
*( male/female- likely will start out all female.) ( if women are chosen and more popular, then achieves a)
* c) can attract a larger audience
Backgrounds: (including elements like crowds, weather, time of day, audio: dialogue, music)
*this mostly enables the product to reach mainstream, and get more funding, thus more time on task, and better production. ie. Like Warner Bros, Mortal Kombat. ect
A method to organize the Game Development – Transparent to Susbcribers in Early Access.
I can update in Coming Soon, when I add to things.