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Member Since 18 Jan 2013
Offline Last Active Aug 20 2015 09:09 PM

Topics I've Started

Developing a Point-and-Click/Hidden Object adventure (Wake: Evolution Through Extinction)

01 August 2015 - 04:34 PM

Hi There,

Years ago I was very interested in turning one of my sci-fi stories into a game. At the time, I didn't have the necessary skills to translate my story into a game; not without having to heavily rely on others.


At that time, I had a degree in Organismal Biology with a minor in English Literature. I decided that I wanted to one day be a video game designer. I started as a tester in the industry, even working with Bethesda Softworks. Since then, I've taught myself how to program and now I am essentially a programmer for my current company. I am going back to school, slowly, to get a bachelors in computer programming. In that time, I made one attempt to get one of my sci-fi short stories published, and actually succeeded (semi-pro).


Now, I am able to provide a large portion of the effort towards my game idea. It would not have been fair to write the story, the game design, and then rely on a programmer to make it all happen. Now I can do this myself, or contribute to that effort equally, which makes me again ready to take a stab at making Wake: Evolution Through Extinction. The link on the game's name takes you to textadventures.co.uk where I began developing a text adventure version of this game idea 2 years ago. 


I would like to begin developing this into a graphical Point-and-Click adventure. It will be a heavily story/dialogue/plot-driven adventure with puzzles and hidden object design principles. 


I am looking for advice on approaching such a huge undertaking. What engine is best for this type of game (I am fluent in C#)? How might I best approach stirring up the support of the community, possibly building a team to develop this? I am happy for any advice!

Gauging interest in design - WAKE: Evolution through Extinction

10 February 2013 - 03:33 PM

Hi there, everyone!


I wanted to gauge any interest, design ideas, compliments or criticism, that people might have about this story and design for WAKE.


I have delete the story in this post to make this post shorter and easier to read. To read the story about WAKE, please visit this link: WAKE Storyline


If I were to describe WAKE in one sentence of descriptors, it would be: Mass Effect meets I Am Legend meets Singularity (Video Game) meets Life After People (History Channel Show).


Here is a the demo's play-out. I hope this gives a good idea of how the game progresses, and the story too. 


Evolution through Extinction




Scene 1 (INTRO)

Characters: Assumed to be “ThePlayer", Duffy, and Ziggy in every scene, until otherwise noted.

Items of Interest (IOI): Journal

Puzzles: None
Hidden Object Games (HOG):None



-The player meets Ziggy and Duffy after waking from hyper-sleep.

Possible actions:

-Player can collect IOI journal

-Player can continue onto the next section



-A journal can be collected next to a skeleton in a broken hyper-space
pod. The journal reads:


“Something is trying to break in: I’ve got no clue what it is. The door
seems sturdy enough, but there’s no food or water in here. I’m trapped, and the
only way out seems to be to sleep through this nightmare. The sign on the wall
says ‘stasis’, and there are a couple people in these pods. It all seems
remarkably straightforward, but I still pray that I am calibrating my pod
correctly. I don’t want to die.


Scene 2 (“Letting it all sink in”)

Items of Interest (IOI): Yes– via HOG

Puzzles: No

Hidden Object Games (HOG): Yes


-Leave the hyper-stasis room and see what the outside world has become.

Possible actions:


-Player can talk to Ziggy and Duffy to learn more about them and what


they have seen on Earth so far

-Player can continue to the next section once specific items have been

collected that will aid in exploration


- HOG, where the player collects various objects from a scene that has

alien tools and devices from the expedition team. The expedition team has
collected some trinkets, odds, and ends, that they have stored here that adds
to the scene

Scene 3 (“Had to see it with my own two eyes”)

Items of Interest (IOI): Time
Capsule via HOG

Puzzles: No

Hidden Object Games (HOG):  Yes


-Rummage through the debris and pick up the time capsule, before

Possible actions:


-After time capsule is recovered during HOG, player can proceed to the
next area


-The HOG has several items that appear to have recently fallen out of a
busted time capsule. The player must find a vial with a note, among other items
(including a cell phone), before proceeding. The note reads;


“Hello from Westfall Elementary class of 2024. We are excited to leave
for you a few original drawings and writings from our students, and a small
stash of our time’s precious technology. It is our hope that the creativity of
our class will inspire whoever should find this, and that the technology will
leave you in awe of the progress of mankind. The world you see before you now
is thanks, in no small part, to the students of 2024.”

Duffy expresses interest in the phone, telling you to hold on to it. It
will offer a vital interface with human technology that may be encountered. He
uses his scanner to reprogram and configure the phone and hands it back to the



Scene 4 (“Put a fork in it”)


*Area splits into three paths; easy, medium, and hard. The Demo has a
set path*



Items of Interest (IOI): No

Puzzles: No

Hidden Object Games (HOG):  No



-Choose a path; easy, medium, or hard. In the demo, the player will be

taking the medium route (streets).

Possible actions to achieve

-Player can proceed to the next area




Scene 5 (“Paleontology is not my strong suit”)

*Area is a HUB for several side locations that are of importance in
completing the puzzle in this scene*


Items of Interest (IOI): Yes

Puzzles: Yes

Hidden Object Games:  No


-The incomplete skeleton of some massive creature lies in a bed of
wires. Somehow, the wires are still electrified. That mystery is secondary to
finding a way to cross. To complete the puzzle, the player must complete the
skeleton to crawl over it and reach the other side of the electrified ground.


Possible actions to achieve

-Proceed to side-scenes where bones can be collected to complete the

-Player can explore a derelict combat tank, and a makeshift shelter for

-Player can proceed to the next area when the skeleton is complete


-The pieces of the skeleton must be found. Using a multi-purpose device
of Duffy’s the player can attach magnets to these pieces and place them into
the skeleton from a safe distance. With all of the pieces collected and
attached, the player can cross the electrified bed and reach the other side.

-The IOI’s in this scene are bones hidden within the landscape

Scene4a (“Tanks for the memories”)


Items of Interest (IOI): Yes


Puzzles: No

Hidden Object Games:  Yes



-The tank hatch is sealed, but unlocked. The player must open the top
and look inside. The light shines in, revealing an array of items. The player
must find the bones in this section, and return to Scene 4.

Possible actions to achieve

-Player can examine the national emblem on the tank by clearing mold
and dirt

-Player can engage in HOG

-Player can return to Scene 4



-One IOI is the emblem on the tank. When the player cleans it off, they
discover that the tank has the flag of Britain on it. Yet, the marquee in Scene
4b states that this location is in America.

-The other IOI’s in this scene are several bones hidden in the tank or
the landscape outside of the tank.

Scene 4b (“Help never came”)

Items of Interest (IOI): Yes

Puzzles: No

Hidden Object Games:  Yes


-Find bones in refugee structure via the HOG and landscape around it.
Then return to Scene 4.

Possible actions:

-Player can interact with an IOI, which is a marquee that has fallen
from a wall, and lies on the floor.

-Player can interact with an IOI, which is a message scrawled on the
wall of the shelter.

-Player can search the scene for additional bones

-Player can engage in HOG to discover more bones

-Player can return to Scene 4



-One IOI is an old marquee lying on the ground. A message is faintly
burned into the marquee from prolonged use. It reads, “Breaking News: Chaos as”.
With the message cut off, Duffy tells the player that he can use the repurposed
cell phone to wirelessly interface with the device. The phone can use this
interface to translate the data stored into the text that once flashed on this
marquee screen. It reads, “Breaking News: Chaos as the government of our United
States has officially dissolves into a state of martial law. All remaining citizens
are advised to flee high density population areas.”

-Another IOI is a message scrawled on the wall; “Jen Barrister (Heart +
“4ever”) Desmond. I have to get the children to safety. Find us. You know how
to follow the bread crumbs. Remember, I love you!

-The other IOI’s in this scene are several bones hidden the HOG and


**With all pieces of the skeleton found, the player can arrange them to
complete the skeleton and continue on**


Scene 5 (“Let there be light”)

Items of Interest (IOI): Yes

Puzzles: Yes

Hidden Object Games:  Yes


-A large metal door is blocking your progress. The player must find a
way around it to continue.

Possible actions:

-Player can interact with several solar panels

-Player can interact with a tin roof that casts a shadow over the solar

-Player can interact with an old, but seemingly functional generator
near the large door

-Player can proceed to a side-area (Scene 5a)
-Player can formulate a solution to the puzzle, which would open the

door and allow the player to continue on in their search for answers


-The player can choose several interactions with each solar panel. Only
one does anything that helps the player solve the puzzle, which is cleaning the
solar panels off.

-The player will only receive a message when interacting with the tin
roof. “This roof looks thin, but too sturdy to pull down. It’s casting a shadow
over these solar panels.” The player, remembering the all-purpose tool of Duffy’s,
may note that the tool shot the magnets out at a reasonable velocity. The
player can talk to Duffy about this tool, and discuss the velocity of the
magnets. This will lead the player to being able to ask if the tool could punch
holes through the tin roof covering the solar panels. Duffy will allow the
player to use the tool to punch holes in the roof, allowing rays of light to
fall on the solar panels.

This will allow the solar panels to charge the generator. The generator
powers up, but does not seem to open the door. Duffy notices that a connector
is a converter is busted at the base of the generator. A new converter can be
found in the nearby HOG. With this converter, the door can be opened. The generator
needs to be interfaced with, via the phone that the player is carrying. With
the door open, the player can proceed into the building.

Scene 5 (“Desmond’s Pawn Shop”)


Items of Interest (IOI): Yes

Puzzles: No

Hidden Object Games:  Yes



-Explore this scene for anything of interest.


Possible actions:

-The player can explore this shop

-The player can interact with various items


-The player can interact with a Painting to get a clue

-The player can explore a HOG in this scene to receive a critical item

-The player can return to Scene 5


-An IOI can be found in the HOG in this scene (converter).

-The painting is an IOI that, when interacted with, shows that the
artist is “Jennifer Barrister”. The player can also flip the painting around
for a message that reads; “I knew you’d come looking for answers here first, in
your shop. Find the place where the two lines converge. The place we parted
every morning and reunited every evening. There lies a room with a key pad
lock. The code is simple, but only you could know it. Remember what you said to
me when you decided to open the shop here in Astoria? You said, “Location,
location, location.” Turn the painting back when you are done. I don’t want
someone… or something following you.










So - do you like it?


Let me know if you'd like additional information, or what you think about the potential of a project like this! I am open to anything, be it interest in helping, or just thoughts and opinions. PM me or reply in this thread. Thanks!

All Kinds of Advice Welcome: "WAKE - Evolution through Extinction"

18 January 2013 - 03:07 PM

Hello guys and gals!

I am developing a story that I conceptualized long ago, and am looking for any and all criticism or ideas that would help strengthen the plot, characters, etc. It is essentially, Mass Effect meets I Am Legend meets Singularity meets Life After People.

This is merely a synopsis and not a fleshed out story (Which I am working on in the form of a screenplay/game script), but it conveys the main characters, their struggles, their goals, and the main story line.


Thanks ahead of time for all constructive criticism and pointers/ideas.

Here is the synopsis of WAKE: Evolution Through Extinction:





You are awakened from a hyper-stasis chamber by an alien expedition team. Your chamber is among the debris of a severely degraded structure. A power source, not unlike a battery, has kept the stasis operational for five hundred years and likely would have for another five hundred.

The aliens pull you from the chamber. It appears, oddly enough, that they are speaking your language. They have a translation device that scanned your mind and is altering and translating your perception of their sounds into English, as long as you are in range of the signal.

The prolonged slumber in stasis has degraded several memories. You remember your first name (Entered by the user) and you remember a reasonable amount about humanity at the time, but most of your personal memories that are attached to emotions seem to have been lost. The aliens confirm this through neural scans, but they suggest that the effects are not necessarily permanent.

The aliens are extremely excited over their discovery of you. When you ask why, they say that all appearances suggest that humanity went extinct around five hundred years ago, when you likely entered stasis. We are the only intelligent life they have found in the Milky Way.

“Ziggy”, an emotional alien, seems to grow an instant attachment and fondness for you. “Duffy” (Ziggy’s partner in life, and an associate on this small expedition team), is a dry and blunt, but helpful, alien. In anticipation of answering their own questions and empathy towards offering closure for you, they decide to discover the cause of humanity’s end.

You find snippets of vague information – preserved newspapers and recordings - in the ruins of the nearby city.

These details start off vague but eventually indicate a spreading disaster; something one would expect from a high-level extinction event. But the details of the extinction still elude you, and one thing is clear; the extinction event was not over in an instant. People suffered.

Without warning, you come under attack from a mutated creature. You are knocked unconscious, but your friends save you. They inform you that they have examined the creature they have killed. They show you an image of what you remember is a raccoon. They explain that the creature mutated from this, and is entirely made up of cancerous tissue. A contagion is isolated. The results indicate that a rogue nanite is the culprit behind the mutations and you now have them replicating in your blood stream.

Time is limited as you continue exploration, with finding more answers about this plague being your only hope at finding a cure. You discover that the nanites, created by “Ashland Nanotech”, were originally created to cure cancer, which would alter DNA to remove or repair “onco genes” (genes that lead to or cause cancer). They were soon used as an augmentation to our immune systems.

Somehow they changed – maybe evolved.

Normal EMP’s and chemicals would have no effect of the nanites without killing the host. In your search for answers, you learn that the only way to destroy the nanites is to activate a special nanite control/purge core built at the Ashland Nanotech Facility.


Ziggy and Duffy decide that the only way this disease can be eliminated is to prevent its creation via a time portal. But these portals are highly illegal among their species. The penalty of trying to use one, without legal authority, is death. The aliens believe there is limited proof that going back in time can change the present. Some speculate that your destination is an alternate universe. Despite the uncertainty, no unapproved experimentation is permitted.


Ziggy and Duffy are part of a larger scientific expedition that carries the technology necessary to create a portal. Risking their lives for you, they obtain the device. This is all they can do for you, and finding out how to get to the purge core and activate it is your responsibility. But if you succeed, the nanites in your body, and all the nanites in the world at the time you have returned to, will be destroyed before the disease can form or spread.

Sensing importance in the location in which you were discovered, Ziggy and Duffy send you back in time from the stasis chamber. Conveniently, you find that the chambers were in the Ashland Nanotech facility.

You stumble through the building, regaining several memories that lead you to the nanites control/purge core. Employees look on in near horror at your mutating form. Security attempts to stop you, but their commander orders a retreat for some reason.

You muse out loud to yourself that your proximity to the purge when it goes off will fry the corrupted nanites in your body. Without the nanites in your body, the cancerous tissue will probably spread out of control, killing you very quickly. The purge will then kill/deactivte the remaining nanites across the globe.

After the purge, you black out.

You wake up in a medical facility. The doctor has “Ashland Nanotech” written on his coat. He thanks you for likely saving the species – calling you, “Mr. Ashland”.

After the credits, audio is played of a news report.

“The massive global nanites failure has been traced to the Ashland Nanotech facility in New York. The company’s owner, Mr. NAME Ashland is suspected to have activated an emergency purge of all nanites technology. Reports suggest that he wasdelirious, claiming to be from the future, coming back to save the world.”

“In related news, reports indicate that not all nanites were eliminated by the purging event. Meant to fry the nanites, the purge may have merely damaged a few, which remained functional. There have been two cases of victims developing cancerous growths. These are suspected to be caused by the damaged nanites. The government assures us that the corrupted nanites will
easily be dealt with.”

**END (seemingly)**


But this is not actually the end. After this, the player is prompted to start a second playthrough of the campaign that is entirely different, where you correct the incidental mistakes. You survived the nanite purge and the cancer did not kill you, but you are still partially mutated. You go into stasis again at the Ashland Nanotech Facility, while the other "you" has already entered stasis to survive the coming catastrophe. 

This incident has been looping forever, and each outcome is slightly different, but the original “you” has died in the future every time, allowing the healthy Mr. Ashland that is also ignorant to his coming mistakes, to survive. This time is different. You are playing the one loop in this tragic event where, if you do things right, you can finally stop the plague and this cycle.

A cave-in disables your stasis pod, but you somehow survive. You realize that you must replace yourself with the "clueless" Mr. Ashland which allows you to survive and be awoken again by Ziggy and Duffy - but this time you have a way to win this. You are cured of the nanite infection because of the purge event in the first play through. This time, you can stop the purge from being set, which will prevent the nanites from evolving.

But there’s a problem, and it’s internal. The whole future looks a little different than you left it. Was it something that you did? Or was it something that the nanites did to you?


Game Type: Narrative and atmosphere told and shown through series of hidden object and puzzle screens.

How does one post a classified as a person for hire?

18 January 2013 - 11:41 AM

Hi guys. I wanted to advertise myself as a possible contractor and showcase my skills. I can see others have done this, but when I try to post it, there is a required field at the bottom saying that I need to choose a studio/company developer or indie developer option to post my ad.


I am neither - I am just a person offering my skills to anyone that could need or want me on their project. Am I missing something here, or the payment is necessary to limit spam classifieds and non-serious contractors etc?


Just curious. Thanks, guys!