Varga’s Office: The manager’s office at the radio station. Varga is a shady, slimey kind of a guy. He’s usually cheap, but he also imagines that he’s a sort of gangster kingpin, so he’d want his office to be impressive. Probably dominated by a big desk, maybe a big window. He’s also got a forged diploma that he’s really proud of -- he might have that mounted on the wall. There’s a radio on the desk. One exit, which leads to the lobby.
HQ: An archetypal hardboiled PI’s office. A desk with a big leather chair, and maybe a Venetian blind casting a shadow across it. Maybe a little shabby, but homey. Possibly there is a cat who has made herself comfortable somewhere. Mills also hangs out here, and she’s into tinkering with radios, so there are some half-disassembled radios laying out where she was working on them. One exit, the door to the street.
Lobby: The lobby of the radio station. The station is a government building, and they tend to be fancy, but it’s run by Varga, who is a cheapskate, so it’s not as nice as it could be. There might be a desk or a podium here where the night guard could sit. There’s a radio speaker mounted on the wall like a PA system. Three exits: one leads to the manager’s office, one leads to the equipment room in the basement, and one leads back out to the street. (Since there’s going to be a character standing in the foreground of this space, the exit to the street can’t be exactly in the center of the frame.)
Equipment Room: The room in the basement of the radio station where the engineer works. She has a work bench that’s littered with stuff -- tools, vacuum tubes, radios in all states of repair. She also makes a hobby of taxidermy, specifically stuffing dead birds and sometimes fitting them with small radios so that they can “talk.” There are such birds perched all over the place in this room. All in all, the effect is very disconcerting. Two exits, one leading upstairs to the lobby, and the other leading to another room in the basement, the crime scene.
Cafe: A small cafe across the street from the station. Maybe more like a diner. Not terribly fancy. Maybe some stool at the counter, or some booths near the windows. There’s a pot of coffee on, and a radio behind the counter to provide some atmosphere. One exit, out to the street.
Crime Scene: A small room in the basement of the radio station. There’s a big machine here full of complicated-looking dials, panels and wires. There’s a chalk outline splayed out on the floor, where the body was found, and some blood stains that were not cleaned up well enough. One exit, back into the equipment room. [Here’s the thing about this location: not a whole lot has to happen here. The above locations are all tied to specific characters or scenes. Only one scene happens in this room, and it could be moved to another location. But players who have tested the game found it weird that they couldn’t visit the crime scene, even though the point of the game is talking to suspects, not looking for fingerprints. So it seems that it’s important to players that this be a location they can visit. That said, if it was necessary, this location could be cut, and it wouldn’t make the game unplayable.]
Street: The section of the street that connects locations in the city. Similar to the fantastic city scape you already did, but ideally a bit closer to the ground. Less emphasis on towers and skyline, more on the street, tram lines, and ground-level entrances of buildings. Three exits: one to the HQ, one to the radio station, and one to the cafe. [I’d really love to have a street location with a different image than the previous one, which we’ve been using as the title screen. However, if it comes down to it, it would be possible to cut this location or use that image as the background.]
HQ: An archetypal hardboiled PI’s office. A desk with a big leather chair, and maybe a Venetian blind casting a shadow across it. Maybe a little shabby, but homey. Possibly there is a cat who has made herself comfortable somewhere. Mills also hangs out here, and she’s into tinkering with radios, so there are some half-disassembled radios laying out where she was working on them. One exit, the door to the street.
Lobby: The lobby of the radio station. The station is a government building, and they tend to be fancy, but it’s run by Varga, who is a cheapskate, so it’s not as nice as it could be. There might be a desk or a podium here where the night guard could sit. There’s a radio speaker mounted on the wall like a PA system. Three exits: one leads to the manager’s office, one leads to the equipment room in the basement, and one leads back out to the street. (Since there’s going to be a character standing in the foreground of this space, the exit to the street can’t be exactly in the center of the frame.)
Equipment Room: The room in the basement of the radio station where the engineer works. She has a work bench that’s littered with stuff -- tools, vacuum tubes, radios in all states of repair. She also makes a hobby of taxidermy, specifically stuffing dead birds and sometimes fitting them with small radios so that they can “talk.” There are such birds perched all over the place in this room. All in all, the effect is very disconcerting. Two exits, one leading upstairs to the lobby, and the other leading to another room in the basement, the crime scene.
Cafe: A small cafe across the street from the station. Maybe more like a diner. Not terribly fancy. Maybe some stool at the counter, or some booths near the windows. There’s a pot of coffee on, and a radio behind the counter to provide some atmosphere. One exit, out to the street.
Crime Scene: A small room in the basement of the radio station. There’s a big machine here full of complicated-looking dials, panels and wires. There’s a chalk outline splayed out on the floor, where the body was found, and some blood stains that were not cleaned up well enough. One exit, back into the equipment room. [Here’s the thing about this location: not a whole lot has to happen here. The above locations are all tied to specific characters or scenes. Only one scene happens in this room, and it could be moved to another location. But players who have tested the game found it weird that they couldn’t visit the crime scene, even though the point of the game is talking to suspects, not looking for fingerprints. So it seems that it’s important to players that this be a location they can visit. That said, if it was necessary, this location could be cut, and it wouldn’t make the game unplayable.]
Street: The section of the street that connects locations in the city. Similar to the fantastic city scape you already did, but ideally a bit closer to the ground. Less emphasis on towers and skyline, more on the street, tram lines, and ground-level entrances of buildings. Three exits: one to the HQ, one to the radio station, and one to the cafe. [I’d really love to have a street location with a different image than the previous one, which we’ve been using as the title screen. However, if it comes down to it, it would be possible to cut this location or use that image as the background.]