Cereal Killer part 2 – The Light side

Greetings and salutations,
So the game in my head is one of two sides. The light and the dark of the character, the light being the day to day life of a standup member of the community and the dark being all the killin’s. I’m a big fan of strategy games and I think this genre will work for this game and it does detach the player from the action a bit… I might change my mind at some point.

So you have a top-down view of the world with your killer slap bang in the centre (they are the centre of the universe after all) during the light phase you go about your daily business, keep social appointments, work, eat, sleep and entertainment. Clicking to guide your killer around the world and a list of needs, maybe a resource system and/or crafting – Hannible’s condom suit springs to mind.  Resources could be:

  • Money – always a good one.
  • Time? but Time IS money.
  • Building resources – I’ve got a use for this further down.

Three is the magic design number 2 isn’t enough and 4 is symmetrical so looks “designed”. I digress.

I could go one about economy and stuff here but that could be quite long and you might already be thinking:

“Let’s wrap this up”

So the darkness should seep into the light so this is also where you would be manipulating people. You need to convince people that you are “normal” so how do you interact with them.

Hannible interacts with people using his skills and his biggest asset is his taste. He has fine things and leather books, cooks like a 5 star Michelin chef, has many talents, plus he is very intelligent and he provides counsel and insight to the lives of the people he wants to manipulate.

So potentially the main mechanic to interact with people would be via a conversation system and the things that you say to them need to have an outcome associated with them. So

“Hello I like your tie” -> plus 2 to this person’s friendship stat.

Urgh as soon as I said conversation system I grimaced – people will need to react differently to you and say different stuff and this gets complicated quickly. So perhaps again like Hanible, we have a small cast of characters with distinct personality so writing might be broken down. I’m not sure I like this system by itself but we’ll keep it here for now.

The second way of interaction is giving gifts. Cooking food for guests that fit their taste or even their phycological needs (food they think is above their class or something their dead relative made for them). Same is true of material gifts also but these can cost you more money than the foods and feeding them bits of people you’ve murdered could satisfy a need and provide an interesting crafting mechanic.

The third could be your house as a way to impress. We all want Hannible’s interior decorator! That place is amazing, plus secret dungeon, lovely stuff. So this would be a chance for the player to build a house… or at the very least decorate it and use it to make people feel at home or close to him.

I think that will do for now. Next time we will cover the Darkside of the game.



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