There are three kid kids and two teens you can talk to. 

The three kids are actually pretty happy most of the time. 

John likes bugs. Mabel likes hitting things. Pyke likes drawing and grass. They mostly hang out together near the gardening area and your interactions with them are mostly petty kid drama. They will also tell you about all the bugs that live here and who they don't like. And they'll ask lots of questions about your truck. 

The teens are a bit more skeptical. I'll work on them later...
I think you can stay in the town in the fog for a while. Several days, a week or two, maybe longer. It'll be a little slice of life sim if you want it to be. 

One of the people there is the gardener. He is middleaged - maybe 45ish. He's initially a bit crusty and not really forthcoming about his life or what he thinks. 

He's pretty resigned to living in the bubble. Life isn't great - there's a lot of hardship and things are often difficult but he values his relationships with the other people and seems himself as sort of a father figure. 

day 1

you: hey
him: hello there. 
you: ... 
you: so, tell me about this place
him: well, these are the gardens. I grow food here. 
you: what about the other people here?
him: ... they're cool

anything other than that gets noncommittal responses or grunts 
I finished playing Pentiment and honestly that is *exactly* the kind of interlocking between the acts that I want to capture. Obviously they had a much bigger team and were able to do much more elaborate programming of the art, cutscenes, etc. But I think I can try to get a similar narrative depth in road game. I hope anyway. Some games like BG3 or whatever are just waaaay more complex. And I don't have the time to build something like undertale or stardew valley. But if I focus on a few characters and the main story, I feel like I can pull it off? We'll see. More to come.. I just need to get more writing done. 
I've been procrastinating a bit on writing stuff for road game because I don't really know how I want the ending to go. I'm struggling with the antagonist and what it's really supposed to be and do; what its powers are, what its goals are, etc. Is it something out of the cthulhu mythos? is it just sort of a generic "spoopy monster" from the cosmos that wants to eat people? Is it a dream monster, a demon, or something else? 

I don't want to be super obvious about this in the game itself, but I want to have some of this spelled out at a meta level. I think it is something that is "summoned" or "awakened" by the exercise of power for ostensibly "good" reasons. (I think that's one of the main themes that gets into this game: sort of a "road to hell paved by good intentions" motif.) So in the first episode, the "cult" are exercising "god's law" but they're ending up with something that is gonna summon $monster eventually. And the village in the fog is a group who already did. 

But the monster himself.. is he a will to power monster? is he the abyss? is he the ghost of hitler? He devours and always wants more (power / control / souls ownership). He is an antichrist - an? the? 
I said yesterday that I want the town in the misty woods to feel like the PNW. To emphasize: damp, verdant, forest green, full of flowers. Like Spokane when we visited in spring: the sort of place where you wonder how they don't have moss growing on every single surface. Tallll trees, not redwoods exactly but sort of a dream equivalent. 

And the people should also be a little bit like what you'd expect from a cult in the PNW. Carmina is enticing, warm, easy to trust but a bit woo at the same time. The people dress in very natural ways... not formally like in The Village or something, but the kids are wearing smocks, linen and wool, earthy and floral tones. The Village actually isn't a terrible reference; this is not a "lesbian commune" story but it's also kiiiiinda got that vibe of having some kind of secret knowledge going on even when you're in the sunshine. (The monster isn't one of the people in the village either, not really.) 

So there's Carmina. She remembers the before time. Talked about her before. 

The priest. Edmund. He knows how to conciliate the spirit. He feeds it stories. Dreams. He makes and burns a floral incense to placate it. 

There are some NPCs here. The purpose of the NPCs is to give the protagonist a sense of the depth of what is destroyed if he doesn't "win" against the spirit. They should have really deep conversation trees... you can really get to know them. That's going to be a lot for me to flesh out... maybe you can even stay here for a while and almost become part of the community, and over time you'll unlock more and more with them. But every day you will get a warning that you are trapped here. You're not progressing the actual plot. And eventually you'll run out of time and HAVE to defeat the monster. 
 I want this to feel a little bit more overtly mystical. More in the "something spooky is going on here" way than "oh look it's a shoggoth", at least at first. 

It's funny, I realized the forest mist prison is very curse of strahd / barovia coded. But also fairie, and just as a general trope. There's probably a tv trope page about it. 

Anyway at first it should seem like a normal trip and even once you're stuck it should seem pretty normal. For a game anyway. 

If episode 1 is geographically vibing with Montana, maybe Idaho, episode 2 should be the pnw.
 I started playing pentiment yesterday. Obviously the text and font is pretty contextual to the game itself, but I also really liked how the game used the different fonts to indicate literacy levels (and sometimes changed fonts when you learned e.g. one of the peasants could read or a monk couldn't). 

And I mentioned in the last post the way adios used greyed out text to communicate internal thoughts, things you might want to say but couldn't. 

All of these are creative ways that the medium of the game is made to serve the narrative purposes of the author/ creator. Specifically the words. For road-game I'll probably use some kind of engine, at least at first, so I don't know how much freedom I'll have to customize everything. I don't know if I need clever stuff like in pentiment and adios. But I think it's going to be important for me to consider how everything in the medium: the text, the audio, etc all need to support the theme (s) of the game. 
So today I played Adios which is a "walking sim" i.e. a visual novel where there's a single path and you just do it to finish the game. The most "choice" and interaction was dinner and a lil fishing game (scenes you had to complete to progress). 

The story was... good? Emotional, meaningful... but. There were some scenes where you weren't interacting at all. It was basically just a long cutscene where your character was having a conversation and you didn't even push "next" to move forward. Very heavy stuff, but also very easy to zone out (I picked up my phone and poked about on bsky during one particularly egregious bit).

Anyway I do NOT want that to happen in roadgame. I do not want the player to be bored and zone out. I want them to engage. I think part of that will be that they have dialogue choices (that are somewhat meaningful) but I think it also means that I need to make things like the station a bit snappy or funny or quirky or otherwise not just "fill up your gas tank" levels of boringness. 

I'll need to get feedback on it too. If the episodes are moving too quickly or too slowly or what.  
 You can leave Jessica at the station. She'll sleep on a couch in your boss's office. Your boss will mother hen her. You will also get told that you're delivering sunflower seeds the next day. 

Or you can have her come home with you and she'll sleep on your couch. If you cleaned the dishes in the morning she'll comment on how clean everything is. If not she'll be kinda grossed out. Either in the bosses official or in your house she'll be more open about what happened to her and why she's running.

- so why did you leave exactly? 
- I had to. They'd have stoned me. And Jacob. We... sinned. (Her voice is unsteady.) I know it was wrong but... It would have killed my baby too. I have... To protect her. Or him. It? You know. 
- I'm sorry 
- I understand why you had to run 
- I think you should go back and pay for what you did 



 She's always at her desk in the station. She's mousy, not very interesting. Not many lines before the first quest. (You can have a full conversation with her, but she's just not super talkative.)

After you bring Jessica back she has more lines. She asks about her, if she's safe... And she'll talk to you about doing the right thing. 

You and I aren't interesting people. We live boring lives with boring jobs and go home to our friends and family. We aren't heroes. But we still have to make moral choices sometimes. We still have duties and responsibilities and hard decisions. Even if it's just whether or not to buy a hamburger. Sometimes we're just confronted with that. 

- do you have something personal in mind? 
- I disagree.. 
- I hope I made the right decision.. 
So that's pretty much the end of the first quest.

One thing I missed: if you don't pick up Jessica eventually she will just be... oh, I have to go! and run off. Then you just drive home. Maybe there are a few changes on the way back to make it less boring. (I'm thinking this will be point-and-click art to get from one "scene" to the next. It's like three or four "views" (and if you have Jessica there is dialogue.. if not then maybe there is an internal dialogue? maybe you stop and talk to an owl.. but it's still a bit empty)).

> and run off.
I don't know the best way to have an indication of that. I don't want to do the witcher 3 "the red bar is counting down!! choose quickly!!" mechanic; really it's just if you try to exhaust all the possible dialogue choices. Maybe she will say something in each of her responses like, "but please, it has to be soon!" and get increasingly frantic? But that still seems a little frustrating if you are doing the usual mindless (read: me) thing of going thru everything before you get to the action step. I need to think this through a little more and maybe try a few different options.

Then you get back to the station. You have a few tasks to do here:
- check in with your boss (and get munni)
- you can ask if someone here can take care of Jessica.. or if she can stay here (??)
- you can also take her home with you
-
One of the things I find kinda weird about RPGs is how rarely NPCs ask you questions. Real questions about yourself, actual deeply meaningful things like what you value. Of course those things come up over the course of the game as you progress the story and make decisions, but you usually don't build relationships around them. 

You're playing the game to unlock stuff, not to really roleplay. That's something I want to explore a little. Jessica asks you questions. She asks you why you helped her. She asks if you believe in God. She asks you if you can help her get to her aunt in California. She asks about your job and why you do it and if you have a family. And how you answer these questions later affects dialogues further on. At the end of the game she'll ask if you still believe in God or if you don't believe in him anymore and if something changed then what? But right now on the road she's lonely and a lil freaked out and trying to get her bearings with you. 
I think of the game being mostly based around the idea of roads. I'd like (to a certain degree) build an art landscape. I've been so many crazy places: Yellowstone, Nevada, the Grand canyon, North Dakota, the redwoods, The Rockies, New Hampshire, Miami, St George Island, Fuchal... 

I want the world to feel a little bit empty (like in the Dakotas) but to be extremely rich with natural character. That doesn't necessarily mean pretty, but it can be a little weird. A little like those oversaturated photos that come up when you Google a place. 

The landscapes should have their own artistic personalities. As w/ the blind prophet... It should make you savor the details. 
I've been playing I was a teenage exocolonist and it's decent. The game loop is pretty fun. It takes a lil while to get off the ground and there are some things I'm not a huge fan of, but all in all I'm enjoying it. 

One thing I really find disappointing is the soundtrack. It's soooo boring. Very lofi, but not interesting lofi. I like lofi! I don't need the doom eternal soundtrack, I don't need Minecraft or terraria. I don't even need "bangers." But when every track is so uninspired it's rather sad. 

Anyway that's got me thinking about the soundtrack for road-game. I think I want the different acts to have slightly different audio pallettes. I'm not sure what exactly they are and how they'll interact through the course of the game, but I absolutely don't want them to be boring. 


Anyway, Jessica seems extremely worried, paranoid about talking to you. (I don't know how to communicate this through her speech. Something to work on.)

If you let her in the truck she just kind of hums to herself for a while, self soothing. 

You can talk to her and ask questions. 
- why are you leaving (if you ask this first you won't get a straight answer because she doesn't trust you)
- what's your name 
- where are you trying to get to? 
- how old are you? (17)

Thought, she should probably have more of a Bible name. Ruth or something offbeat like that. 
One of the things I find interesting is how comfortable or uncomfortable people are in expressing their opinions and positions that may be seen as transgressive, or even just unpopular. Some people love crossing apparent boundaries and challenging the Overton window. Others might have crazy views, but are extremely hesitant to bring them up, either because of concern about social response or just because they don't want to have to defend them. There's also an element of psychological safety involved.

In road game, the older cultist is a true believer, but he knows his beliefs will sound crazy to protag. Meanwhile, Josh isn't really a true believer, but he has a different perspective on what makes a normal belief. 
Jessica runs out in front of you. She's wearing a light blue denim jumper over black long sleeves and leggings. She has a small rip in her skirt. 

She waves you down frantically, running up to the cab as you slow down. 

"Hey Mister, can you give me a hand? I need a ride out of here." She's trying to be calm and polite but she glances back over her shoulder and seems scared. 

- sure! 
- maybe, but can you tell me why? 

Maybe you can talk more with James but there's not too much more. Eventually you finish unloading and pack things up. (Maybe James asks if you are a Christian. Talks about how it's important?)

Anyway you leave out the same way you came in. But at the winding road through the forest, a girl comes out. 

I think she's seventeen. That's like...legal but a little bit borderline. It might make the player feel a little weird, but it's not like she is twelve or something 
I think I need to decide how the game handles "bad" decisions. Suboptimal decisions, immoral choices, stupidity. 

Some of them will lead to less ideal endings. If you don't help the girl in the first act, you don't have her around later. She just straight up dies. But you are still alive and continuing the game. But other decisions might be bigger. 

I think the only way to get the "worst" ending is by sacrificing everyone to the monster to save your own skin. But I don't know how much to "punish" players for making other choices. Maybe there's a range of different endings. I think I need more of the story completed before I decide... 
 Look, says James, we love each other. But marriages here are done for wisdom rather than love. It's seen as.. not a bad thing, but maybe odd. 

- what's your story? (Grew up together. Always got along, liked each other. More like siblings than anything else, at least for a while. We both liked making things. I do carpentry work, she sews and keeps bees.)
- why is it seen as odd? (Most marriages are arranged. After school, young men and women just don't interact much, since they mostly have different jobs and flirting is discouraged. So usually the parents get together and try to find the right person. (Fix this))


Anyway I think they might put her with someone else. I'm not exactly a big cheese around here. She'd tell me if she knew what was going on, but she's been really quiet lately. I'm worried... I want her, ya know?