1109 lines
30 KiB
YAML
1109 lines
30 KiB
YAML
#BLACK SPACE REVAMP GUIDE
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#--------------------------------------------------------------------------------------------
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#THE HOLE IN BASIL'S HOUSE:
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#The black letters cause the hole in BASIL's house to get bigger.
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#1 necessary Black letter- Map431
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#No BGM
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#6 Black letters - Map432, Map357
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#BGM: Duet
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#If you examine the hole:
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message_1:
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text: The floor is sinking.
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#All necessary Black letters - Map 434, Map 358
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#No BGM
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#--------------------------------------------------------------------------------------------
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#BEFORE SW STAGE HOLE:
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#As you attempt to leave the stage,
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#BASIL calls in for help.
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message_20:
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text: \bas\fn<OMORI_GAME>\n[8]...
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#*OMORI looks up*
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message_21:
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text: \bas\fn<OMORI_GAME>Please don't...\| leave me alone...\| again...
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#*Camera pans to hole*
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#*Then back to party*
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message_22:
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faceset: MainCharacters_DreamWorld
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faceindex: 4
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text: \aubWhat's the matter, OMORI?\! Is there something wrong?
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#Examine Hole:
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message_23:
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text: It's a long way down...\| Do you want to jump?
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#--------------------------------------------------------------------------------------------
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#BLACK SPACE
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#Gameplay:
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#In Black Space Entrance, there will be many black doors and no footprints.
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#Instead, going through any black door in Black Space Entrance will teleport the player to the same Required Room.
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#There are 6 Required Rooms before you enter the room with BASIL.
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#The player will be teleported to them chronologically from 1-6 each time they enter a black door. In the true route, the basil deaths will happen the same way.
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#Once the PLAYER enters a Required Room, the door back should disappear, forcing the Player to leave by coming in contact with a RED HAND or using STAB, which teleports OMORI back to the blanket in Black Space Entrance.
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#There should be one or more RED HANDS placed in each area.
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#Essentially, the PLAYER isn't required to go through the contents of the Required Rooms to progress the game if they STAB themselves as soon as they enter, which is fine.
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#Inside the required rooms will be hidden ways to discover other parts of Black Space (the parts we have previously created). I will create a guide on how to split up those areas and input them later.
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#--------------------------------------------------------------------------------------------
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#Black Space Entrance:
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#The lightbulb is missing. Flavor Text:
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message_40:
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text: A loose wire.\! There is no \c[4]LIGHT BULB\c[0] here.
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#The laptop is smashed outside of the blanket. Flavor Text:
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message_41:
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text: Some KEYS are missing.
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#Sketchbook shows scribbled out drawings, same way as White Space.
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#Laptop replaced with picnic basket. Flavor Text:
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message_42:
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text: A picnic basket.\! Do you want to save?
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#*Open up save menu
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#--------------------------------------------------------------------------------------------
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#Required Room 1: Empty Field
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#BGM: bs_drone.ogg
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#Ghostlike creatures wander in an empty field map. (Map265)
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#If you talk to one, they will say 1 of these messages in chronological order. After you've gone through all of the text, they will say “Pitter-patter” indefinitely.
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message_60:
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text: \n<SCRIBBLE>Are you lost?\! Not to worry.\!<br>The red hands know the way back.
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message_61:
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text: \n<SCRIBBLE>Are you looking for someone?\! Or something?
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message_62:
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text: \n<SCRIBBLE>Someone's done this before.\!<br>Was it you?\! Was it me?\! Was it the flower boy?
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message_63:
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text: \n<SCRIBBLE>If you were lost, where would you go?\!<br>Somewhere familiar.\! Somewhere safe, full of good memories.\!<br>If only there were such a place.
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message_64:
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text: \n<SCRIBBLE>There is nothing here.\! There is nothing left.
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message_65:
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text: \n<SCRIBBLE>Pitter-patter...\! pitter-patter...
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#--------------------------------------------------------------------------------------------
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#Required Room 2: Subconscious Spill
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#BGM: bs_distance.ogg
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#Talk to LOQUACIOUS CAT
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message_90:
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text: \n<LOQUACIOUS CAT>HI IM LOQUACIOUS CAT ASK ME ANYTHING
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#Choices
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message_101:
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text: What is the meaning of life?
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message_102:
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text: Why are we here?
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message_103:
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text: What is the meaning of true love?
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message_104:
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text: How can I achieve happiness?
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message_105:
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text: Does free will exist?
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message_106:
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text: What happens after you die?
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message_107:
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text: Is cereal a soup?
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#Random Answer Pool:
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message_91:
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text: \n<LOQUACIOUS CAT>TWO YARDS OF LEATHER
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message_92:
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text: \n<LOQUACIOUS CAT>ONE THICK SEWING NEEDLE
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message_93:
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text: \n<LOQUACIOUS CAT>A TOMATO MADE OF CLOTH
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message_94:
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text: \n<LOQUACIOUS CAT>A PAIR OF RUSTY SCISSORS
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message_95:
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text: \n<LOQUACIOUS CAT>A SMALL WOODEN TABLE
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message_96:
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text: \n<LOQUACIOUS CAT>LOTS AND LOTS OF LITTLE PINS
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message_97:
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text: \n<LOQUACIOUS CAT>A PAIR OF BIG BEAUTIFUL BUTTONS
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message_98:
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text: \n<LOQUACIOUS CAT>A BAGFUL OF WHITE COTTON
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#Most things in this area should say:
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message_99:
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text: You are far away from home.
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#Houses with small doorways:
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message_100:
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text: Too small.
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#--------------------------------------------------------------------------------------------
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#Required Room 3: Suspense Room
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#BGM: bs_fleur.ogg
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#Most Things:
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message_123:
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text: So much pain...\| so much pain...\| so much pain...
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##--------------------------------------------------------------------------------------------
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#Required Room 4: Cat Dissection
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#BGM: bs_56_12_2.ogg
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#Player enters from the top door of an operating room with a cat on the table.
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#A spotlight goes on the table.
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#There's a cat butler that acts as the assistant. He doesn't have to change direction.
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#Talk to BUTLER:
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message_140:
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text: \n<BUTLER>MEWO has been very, very bad.
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message_150:
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text: \n<BUTLER>Waiting for something to happen?
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message_151:
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text: \n<BUTLER>If you want a way out...
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message_152:
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text: \n<BUTLER>There always is one...\| but...
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#Examine Table:
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message_141:
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text: MEWO stares at you.\! She does not know what is happening.
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message_142:
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text: Do you want to cut open MEWO?
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#[YES]
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message_143:
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text: MEWO stares at you.\! She tilts her head out of curiosity.
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#Do you want to cut open MEWO?
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#[YES]
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message_144:
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text: MEWO stares at you.\! Her eyes widen.\! She wants to go now.
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#Do you want to cut open MEWO?
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#[YES]
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message_145:
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text: MEWO stares at you.\! She struggles to break free.
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#Do you want to cut open MEWO?
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#[YES]
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message_146:
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text: MEWO stares at you.\! Her eyes are filled with desperation.
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#Do you want to cut open MEWO?
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#[YES]
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message_147:
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text: MEWO stares at you.\!<br>She tries to scream, but there is no sound.
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#Do you want to cut open MEWO?
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#[YES]
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message_148:
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text: MEWO stares at you.\! She does not know what is happening.
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#Do you want to cut open MEWO?
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#[YES]
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#*When MEWO is cut open, it makes a violin SFX.*
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message_149:
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text: You cut open MEWO.
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#--------------------------------------------------------------------------------------------
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#Required Room 5: Forest of Stumps
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#BGM: bs_glade.ogg
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#As the Player walks more to the right, the dialogue will pop up more often and become more intense, switching to the dialogue with more words.
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#Dialogue:
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message_170:
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text: Liar.
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#Dialogue:
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message_171:
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text: Liar. Liar. Liar.
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#Dialogue:
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message_172:
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text: Liar. Liar. Liar. Liar. Liar. Liar. Liar. Liar. Liar. Liar. Liar. Liar.
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#There should be Something enemies in this map as well.
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#In battle, they will also say: Liar. Liar. Liar.
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#When you enter a battle with Something, it does not change the BGM.
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#When Player reaches the end of the stump path, something is hovering over one of the stumps. It will say:
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message_173:
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text: \n<SOMETHING>\n[8]...\| I love you...
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#Then it will start following you and every 6 seconds it will repeat the message. It will disappear if you leave the map.
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message_174:
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text: Do you want to jump?
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#--------------------------------------------------------------------------------------------
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#Required Room 6: Temple
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#BGM: bs_orchard.ogg
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#It's snowing on this map.
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#There are few lil basil's on the path.
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#There's a flower crown. Flavor text:
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message_189:
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text: Do you want to pick up the \c[4]FLOWER CROWN\c[0]?
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message_190:
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text: A \c[4]FLOWER CROWN\c[0].\! It has been preserved by the cold.
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message_191:
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text: You got a \c[4]FLOWER CROWN\c[0].
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#There's an abandoned church on top of the hill.
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#The back parallax should be either basil_something (maybe remina).
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#Enter the abandoned church to find Basil.
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#--------------------------------------------------------------------------------------------
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#TRUE ROUTE - THE FIRST BASIL DEATH:
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#BGM: bs_temple.ogg
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#BASIL without flower crown is hanging where the crucifix is in the empty church.
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#There is a staircase leading up to him.
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#Camera pans to BASIL.
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message_192:
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text: \basOMORI...\| You're here...
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#Camera pans to OMORI, giving PLAYER control.
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#Talk to BASIL
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message_194:
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text: \bas\n[8]...\| Why did it end up like this?
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#*Something sucks in BASIL a little*
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#Talk to BASIL
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message_195:
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text: \bas\n[8]...
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#*Something sucks in BASIL a little*
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#Talk to BASIL
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message_196:
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text: \bas\n[8]...\| \n[8]...
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#*Something sucks in BASIL a little*
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#Talk to BASIL
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message_197:
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text: \basOMORI...\| OMORI...\| OMORI...
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#*Something completely sucks in BASIL*
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#Examine BASIL's something:
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message_198:
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text: Do you want to follow BASIL?
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#[YES/NO]
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#[YES]
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#OMORI is sucked into BASIL's Something and is teleported to the dark Lamp Room.
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#BGM: event_bad_morning.ogg
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#Shadow BASIL is staring outside the window.
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#Camera pans to message Basil
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message_199:
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faceset: MainCharacter_Basil
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faceindex: 10
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text: \basThere's something out there.\|<br>It's calling me...\| and it's calling you too.
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#PLAYER regains control.
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#Talk to BASIL
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#BASIL turns to face PLAYER*
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message_200:
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faceset: MainCharacter_Basil
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faceindex: 10
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text: \basLet's go together.
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#BGM fades out.
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#BASIL opens the door.
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#As he opens the door, fear border surrounds the screen.
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#Black arms grab BASIL as he tries to escape.
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message_201:
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text: \bas\com[2]\{\{\quake[1]OMORI! HELP!!
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#He runs back and tries to claw his way out, but is unsuccessful and leaves scratch marks on the floor.
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#He is dragged out by the black hands.
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#The door shuts, then everything disappears.
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#PLAYER is in a completely black space that loops with nothing around.
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#BGS: boss_something_heartbeat.ogg
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#PLAYER must stab himself. (Heartbeat BGS stops)
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#--------------------------------------------------------------------------------------------
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#Note: After this point, once BASIL joins your party, STAB option should be blacked out.
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#--------------------------------------------------------------------------------------------
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#TRUE ROUTE - WATERMELON BASIL DEATH:
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#BGM: bs_bloom.ogg
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#PLAYER ends up in Black Space Entrance.
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#He must go through another door, which will be a watermelon patch.
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#This map has a fixed camera (like the gate)
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#When entering proximity of BASIL without flower crown:
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message_220:
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text: \basOMORI... You came back for me!
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message_221:
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text: \basIs that my \c[4]FLOWER CROWN\c[0]?\! I'm so glad you found it.
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message_222:
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text: You gave BASIL back his \c[4]FLOWER CROWN\c[0].
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message_223:
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faceset: MainCharacter_Basil
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faceindex: 1
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text: \basLet's get out of here...\! I'll follow your lead!
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message_224:
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text: BASIL joined your party.
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message_225:
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faceset: MainCharacter_Basil
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faceindex: 2
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text: \basGrowing watermelons here has been fun, but I really miss my flowers back at home...\! How are they doing?\! Did you take care of them while I was gone? Hehe...
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message_226:
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faceset: MainCharacter_Basil
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faceindex: 1
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text: \basWatermelons sure are delicious!
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message_227:
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faceset: MainCharacter_Basil
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faceindex: 2
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text: \basWe used to cut them up and eat them all the time at the beach!\! I can still see KEL with those watermelon seeds all over his face, haha...
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message_228:
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faceset: MainCharacter_Basil
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faceindex: 1
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text: \basSummer vacation with friends was the best, wasn't it?
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#The scenery slowly disappears and the map turns into the empty map with just watermelons.
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#One of the watermelons will break BASIL. While this happens, BGM immediately stops.
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#After this, a RED HAND will appear on the map.
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#After 6 seconds, BGS: boss_something_heartbeat.ogg will start looping until you use STAB.
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#STAB or use RED HAND to go back to BLACK SPACE Entrance.
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#--------------------------------------------------------------------------------------------
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#TRUE ROUTE - SPIDER BASIL DEATH:
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#BGM: bs_5ths.ogg
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message_250:
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faceset: MainCharacter_Basil
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faceindex: 2
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text: \basOh, thank goodness you're here, OMORI.\!<br>I thought I was gonna be stuck here forever.
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message_251:
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faceset: MainCharacter_Basil
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faceindex: 1
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text: \basPhew...\! That feels so much better.
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message_252:
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faceset: MainCharacter_Basil
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faceindex: 0
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text: \basI can't believe you came here to save me.\! I missed you so much!
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message_253:
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faceset: MainCharacter_Basil
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faceindex: 1
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text: \basNow that you're here, I can finally go home.\!<br>Lead the way, OMORI!
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#*Walk a bit
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message_254:
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faceset: MainCharacter_Basil
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faceindex: 6
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text: \basYou know...\! I think spiders are really misunderstood...\!<br>They might look kind of scary, but they never attack humans unless they feel threatened.
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message_255:
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faceset: MainCharacter_Basil
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faceindex: 1
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text: \basNot to mention they're also one of my biggest helpers when I'm gardening, since they eat a lot of the pests that can hurt my plants.\! It's all about the balance of nature!
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message_256:
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faceset: MainCharacter_Basil
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faceindex: 0
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text: \basI remember a while back...\! You told me that a big spider fell on your shoulder just as you were about to dive into the lake at our secret hangout spot!
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message_257:
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faceset: MainCharacter_Basil
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faceindex: 2
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text: \basI know that the spider must have looked so scary to you, but I promise that you probably looked a lot scarier to the spider!\! No offense, of course... Haha...
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#*Walk more
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message_258:
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faceset: MainCharacter_Basil
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faceindex: 3
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text: \basThere's so many spiders here all of a sudden...\!<br>I can feel them crawling all over me.\!<br>Maybe they're just saying hello?
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message_259:
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faceset: MainCharacter_Basil
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faceindex: 1
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text: \basHi, spiders! It's me, your friend BASIL!
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#*Walk more
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message_260:
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faceset: MainCharacter_Basil
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faceindex: 3
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text: \bas\com[2]Ack! They're biting me!
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message_261:
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faceset: MainCharacter_Basil
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faceindex: 4
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text: \basOh... I'm probably just scaring them.
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message_262:
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faceset: MainCharacter_Basil
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faceindex: 2
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text: \basThere there, spiders. It's okay!\! I'm not here to hurt you!
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#*Walk more
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message_263:
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faceset: MainCharacter_Basil
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faceindex: 3
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text: \basThere's so many of them... I can't get them off!
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#BASIL looks around.
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message_264:
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faceset: MainCharacter_Basil
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faceindex: 4
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text: \basUgh...
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#BASIL sprite goes into fetal position.
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|
|
|
message_265:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 4
|
|
text: \basOMORI...
|
|
|
|
#OMORI steps back.
|
|
|
|
message_266:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 5
|
|
text: \basOMORI...\| Please...\| help...
|
|
|
|
#BASIL is eaten.
|
|
|
|
#After 6 seconds, BGS: boss_something_heartbeat.ogg will start looping until you use STAB.
|
|
#STAB or use RED HAND to go back to BLACK SPACE Entrance.
|
|
|
|
message_267:
|
|
text: A dead spider.\! It has passed from sadness.
|
|
|
|
message_268:
|
|
text: The baby spiders grieve their mother's death.
|
|
|
|
message_269:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 3
|
|
text: \basUmm...\! OMORI? Aren't you forgetting someone?
|
|
|
|
#--------------------------------------------------------------------------------------------
|
|
|
|
#TRUE ROUTE - ELEVATOR BASIL DEATH:
|
|
|
|
|
|
#BGM: bs_nawa.ogg
|
|
|
|
message_290:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 2
|
|
text: \basAh... OMORI! Is it really you?<br>\!How did you find me?
|
|
|
|
message_291:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 1
|
|
text: \basAre KEL, AUBREY, and HERO here too?\!<br>I've missed you all so much!
|
|
|
|
message_292:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 0
|
|
text: \basI'm glad the treehouse is still standing.\! Everyone worked really hard to make it together.
|
|
|
|
message_293:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 6
|
|
text: \bas...\! Huh?\! Wait, what am I talking about?
|
|
|
|
message_294:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 2
|
|
text: \basLet's go home, OMORI.
|
|
|
|
#*On the way down from the top point of the construction, an elevator comes up.
|
|
|
|
message_295:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 0
|
|
text: \basAn elevator?\! I wonder where it leads to.\! Maybe it can take us back home!
|
|
|
|
#*Go into elevator.
|
|
#*Rest is same as before. End up in same map you came from.
|
|
|
|
#After 6 seconds, BGS: boss_something_heartbeat.ogg will start looping at 50% or so until you use STAB.
|
|
#STAB or use RED HAND to go back to BLACK SPACE Entrance.
|
|
|
|
message_296:
|
|
text: A not-so-comfortable bed.\! Would you like to go to sleep?
|
|
|
|
#--------------------------------------------------------------------------------------------
|
|
|
|
#TRUE ROUTE - RAFT BASIL DEATH:
|
|
|
|
|
|
|
|
#BGM: bs_jungle_cruise.ogg
|
|
|
|
message_320:
|
|
text: \basOMORI...\! Psst...\! OMORI!\! I'm right here!
|
|
|
|
#BASIL comes out from the stump.
|
|
|
|
message_321:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 1
|
|
text: \basTa-da!\! Surprised to see me?\!<br>I've been hiding out in this stump since I got here.
|
|
|
|
message_322:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 6
|
|
text: \basI'm not the best at defending myself, but I think I'm pretty good at surviving at least.
|
|
|
|
message_323:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 2
|
|
text: \basAnyway... I knew you would come save me, OMORI!\! And I'm sure we will be able to make it out of this place now that you're here.
|
|
|
|
message_324:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 1
|
|
text: \basThis place seems a little dangerous, but... I trust you.
|
|
|
|
#*walk a bit before getting on raft*
|
|
|
|
message_325:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 4
|
|
text: \basH-Hey, OMORI...\! You're acting kind of cold.\!<br>Did I do something wrong?
|
|
|
|
#While walking, OMORI finds a raft.
|
|
|
|
|
|
message_326:
|
|
text: Do you want to take the raft?
|
|
#[YES/NO]
|
|
|
|
#[YES]
|
|
#Raft scene (same as before)
|
|
|
|
#After screen turns black, PLAYER gets off raft at the same place he got on.
|
|
#You can take the raft again with basil's body still on it, but nothing happens.
|
|
|
|
#Heartbeat no longer plays.
|
|
#STAB or use RED HAND to go back to BLACK SPACE Entrance.
|
|
|
|
#--------------------------------------------------------------------------------------------
|
|
|
|
#TRUE ROUTE - FRIENDS BASIL DEATH:
|
|
|
|
|
|
|
|
#BGM: bs_friend1.ogg
|
|
|
|
message_350:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 1
|
|
text: \basOMORI, you're here!
|
|
|
|
message_351:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 2
|
|
text: \basOh... I'm so relieved.
|
|
|
|
message_352:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 6
|
|
text: \basI tried finding my way out, but... I kept getting lost over and over.
|
|
|
|
message_353:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 4
|
|
text: \basI'm sorry...\! You must be tired of saving me all the time.\! Maybe I should have tried harder.
|
|
|
|
message_354:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 1
|
|
text: \basAnyway, everything is fine now that you're here.\!<br>Let's go home!
|
|
|
|
#*Walk a bit
|
|
|
|
message_355:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 2
|
|
text: \basThe whole time I've been here, I've been looking through my \c[4]PHOTO ALBUM\c[0] to keep me company.
|
|
|
|
message_356:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 1
|
|
text: \basWhen I was feeling scared, I would look at all our happy memories together.\! It really helped me keep my hopes up!
|
|
|
|
message_357:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 0
|
|
text: \basI feel like there are some photos missing, but maybe I'm just imagining things...
|
|
|
|
message_358:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 1
|
|
text: \basHow are AUBREY, KEL, and HERO anyway?\! I hope you all didn't worry too much about me.\! I can't wait to see everyone again!
|
|
|
|
#*HERO comes
|
|
|
|
message_359:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 2
|
|
text: \basHERO?\! Is that you?
|
|
|
|
message_360:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 1
|
|
text: \basOMORI! Look it's HERO!\!<br>You didn't tell me everyone was already here!
|
|
|
|
message_361:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 2
|
|
text: \basCome on! Let's follow him!
|
|
|
|
#Beat-Up Scene (Same as before)
|
|
message_362:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 1
|
|
text: \basKEL!\! AUBREY!\! It's so good to see you, guys!
|
|
|
|
message_363:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 2
|
|
text: \basHow have you been?\! Did you miss me? Hehe...
|
|
|
|
message_364:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 3
|
|
text: \basW-Wait...\! What...\! What are you guys doing?
|
|
|
|
message_365:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 3
|
|
text: \basOMORI-
|
|
|
|
#After beating up BASIL, you can still talk to the party members:
|
|
|
|
message_366:
|
|
faceset: MainCharacters_DreamWorld
|
|
faceindex: 13
|
|
text: \aubHi OMORI! We were hoping that you'd come by soon.\!<br>Wanna play cards with us? We were just about to start another game!
|
|
|
|
message_367:
|
|
faceset: MainCharacters_DreamWorld
|
|
faceindex: 50
|
|
text: \her\n[3] and \n[2] have been fighting a lot again...\!<br>You would think they'd get tired of it after a while, but they're both just so full of energy.
|
|
|
|
message_368:
|
|
faceset: MainCharacters_DreamWorld
|
|
faceindex: 34
|
|
text: \kel\SINV[1]Maaaaaaannnnnnnnnnnnn...\sinv[0]\!<br>AUBREY always gets what she wants...
|
|
|
|
#Heartbeat no longer plays.
|
|
#STAB or use RED HAND to go back to BLACK SPACE Entrance.
|
|
|
|
#--------------------------------------------------------------------------------------------
|
|
|
|
#TRUE ROUTE - RED SPACE:
|
|
|
|
#BGM: bs_listening.ogg
|
|
|
|
#When you STAB or use RED HAND, you enter a map with the hands parallax.
|
|
|
|
#At the end of the map is BASIL, who is being held by the RED HANDS.
|
|
|
|
#There are drag marks on the floor (same one as from the lamp room).
|
|
|
|
message_391:
|
|
text: \basI'm...\| I'm so sorry...\| Will you forgive me?\| My best friend...
|
|
|
|
message_392:
|
|
text: \basPlease, it hurts...\|<br>Tell them to let go.
|
|
|
|
#RED HANDS pull BASIL up.
|
|
|
|
message_393:
|
|
text: \bas\com[2]W-Wait! What are you doing!?
|
|
|
|
message_394:
|
|
text: \basTell them to stop!
|
|
|
|
#*BASIL struggles.
|
|
|
|
message_395:
|
|
text: \bas\fn<OMORI_GAME>Please, tell them to stop!
|
|
|
|
message_396:
|
|
text: \bas\fn<OMORI_GAME>\{\com[2]\quake[1]HELP ME!!!
|
|
|
|
#OMORI stabs BASIL (no PLAYER control)
|
|
|
|
#BASIL falls to the floor. (Maybe BGM doesn't stop)
|
|
|
|
#*OMORI steps over BASIL and walks up the staircase.
|
|
|
|
#*The RED hands form the way up and OMORI takes his throne.
|
|
|
|
#--------------------------------------------------------------------------------------------
|
|
|
|
#NEUTRAL ROUTE - THE FIRST BASIL + SOMETHING CHASE:
|
|
|
|
#After grabbing Basil, it will say:
|
|
|
|
|
|
message_410:
|
|
text: BASIL joined the party.
|
|
|
|
#(During this time, switch the church map to an alternate longer map)
|
|
|
|
#The camera pans up back to the Something shape.
|
|
#Something shows its eyes and mouth and begins to chase OMORI and BASIL.
|
|
|
|
#Start playing BGM: bs_loop5.ogg
|
|
|
|
|
|
#At the bottom of the map is Player's Something, which blocks your way no matter where you go (like SNALEY). So you have no choice but to run into him.
|
|
|
|
#PLAYER (not OMORI) is in a room with just SOMETHING in the spotlight.
|
|
#PLAYER walks up to SOMETHING and examines it to start the fight.
|
|
|
|
#During the Something fight, Player's skills are taken away one by one. Player is defeated by Something and is taken to the game over screen.
|
|
#When on the game over screen, select “Retry” to come back as OMORI instead of PLAYER.
|
|
|
|
#OMORI fights SOMETHING and defeats it.
|
|
#Note: OMORI should learn a special skill that utilizes RED HANDS
|
|
|
|
#When Something is defeated, OMORI wakes up.
|
|
|
|
message_411:
|
|
text: \basOMORI! OMORI!\! Wake up!
|
|
|
|
message_412:
|
|
text: \basThere's light coming from the ceiling!\|<br>Do you think it's a way out?
|
|
|
|
#RED HANDS come closer.
|
|
message_413:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 6
|
|
text: \bas...\! OMORI?
|
|
|
|
message_414:
|
|
text: \bas...\| OMORI...\| You're so heavy...
|
|
|
|
message_415:
|
|
text: \basCome on...\| Up the stairs you go...
|
|
|
|
message_416:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 1
|
|
text: \basPhew... Thank goodness you're awake.
|
|
|
|
message_417:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 2
|
|
text: \basAre you hurt at all?\! I was trying to pull you toward this white light at the top of the staircase...
|
|
|
|
message_418:
|
|
faceset: MainCharacter_Basil
|
|
faceindex: 1
|
|
text: \basI get a really nice and warm feeling from it...\!<br>Let's go up together!
|
|
|
|
#OMORI wakes up and looks up.
|
|
|
|
#The RED HANDS form a staircase.
|
|
|
|
#The staircase goes into a white light, then PLAYER and BASIL come out through a few different maps with different parallaxes (music changes every time), then lastly a space parallax. Should feel very magical.
|
|
|
|
#At the end of the RED HANDS staircase in the space parallax map is NEIGHBOR'S BEDROOM map.
|
|
|
|
#--------------------------------------------------------------------------------------------
|
|
|
|
#SLEEPYTIME:
|
|
#Map: Neighbor's Bedroom
|
|
#Activation: Exit Black Space after saving Basil
|
|
|
|
#BGM: playing_forever.ogg
|
|
|
|
#In this map, there are 6 beds.
|
|
#MARI, HERO, KEL, and AUBREY are already sleeping in theirs.
|
|
|
|
#You look at the RED HANDS. The RED HANDS will leave, so there will no longer be a staircase down.
|
|
|
|
#BASIL will look at you and then walk to his bed and go to sleep.
|
|
|
|
#When you go to sleep, you wake up in FA.
|
|
|
|
#*One day left... Slide shows*
|
|
|
|
message_420:
|
|
text: \aub\sinv[1]...\| Let's go on an adventure, OMORI...\| Just...\| the two of us...
|
|
|
|
message_421:
|
|
text: \sinv[1]Snore...\| Snore...\| Snore...\| Snore...\kel
|
|
|
|
message_422:
|
|
text: \kel\sinv[1]Snore...\| Come on, OMORI...\| Just five more minutes...
|
|
|
|
message_423:
|
|
text: \her\sinv[1]...\| Who wants...\| a group hug?
|
|
|
|
message_424:
|
|
text: \bas\sinv[1]...\| We can rest now, OMORI...\| All our friends are here...
|
|
|
|
message_425:
|
|
text: \mar\sinv[1]...\| I'll always be there to protect you...\| little brother...
|
|
|
|
message_426:
|
|
text: MARI's fruit basket.\! Always full.
|
|
|
|
message_427:
|
|
text: A blender.
|
|
|
|
message_428:
|
|
text: Flowers for everyone.
|
|
|
|
message_429:
|
|
text: A potted plant.
|
|
|
|
message_430:
|
|
text: A toaster.
|
|
|
|
message_431:
|
|
text: Some party hats.
|
|
|
|
message_432:
|
|
text: There's a movie on TV.\!<br>Four girls are performing a rock song for a festival.
|
|
|
|
#------------------------------------------------------------------------------------------
|
|
|
|
#NEUTRAL ROUTE - DAYTIME HALLUCINATIONS
|
|
#*Player wakes up & plays cleaning mini-game sorting boxes with Something watching over him all day*
|
|
|
|
#There should be various spooks around the house that puts the player at unease.
|
|
#Something's appear in the “black area” around the interior maps.
|
|
|
|
#*After cleaning, player goes to sleep.
|
|
|
|
#*Omori saves Player animation plays.
|
|
|
|
#*Then slides: Welcome to White Space.
|
|
#*You have been here for as long as you can remember.
|
|
|
|
#*The laptop is still working like the first time you go there (before black letters)
|
|
|
|
#*You can enter through the white door and go to Neighbor's Room.
|
|
|
|
#--------------------------------------------------------------------------------------------
|
|
|
|
#BASIL'S MEMORIES:
|
|
|
|
#*After being caught by the spotlights, PLAYER has a falling animation before he arrives into Red Room.
|
|
|
|
#*Make it mandatory to have the photos sorted in the book during basil's memories. Sorting album pops up every time you get a photo.
|
|
|
|
#when you screw in the light bulb, have a slide of the lightbulb flickering, and then turning on (white_lightbulb[3x1].png)
|
|
|
|
# --------------------------------------------------------------------------------------------
|
|
|
|
#CROSSROADS:
|
|
|
|
#*Make sure you can access FA album with [Q] and BS album with [W]
|
|
|
|
#*Streetlights with memories should be timed so that they light up as PLAYER is running. PLAYER shouldn't have to walk back to “catch” the spotlight.
|
|
|
|
|
|
# --------------------------------------------------------------------------------------------
|
|
|
|
#message_500:
|
|
# text: \who\fn<OMORI_GAME>It's just not good enough.
|
|
|
|
# message_501:
|
|
# text: \who\fn<OMORI_GAME>She just needs some rest.
|
|
|
|
# message_502:
|
|
# text: \who\fn<OMORI_GAME>You shouldn't have looked.
|
|
|
|
# message_503:
|
|
# text: \who\fn<OMORI_GAME>She just needs some rest.
|
|
|
|
# message_504:
|
|
# text: \who\fn<OMORI_GAME>This isn't real.
|
|
|
|
# message_505:
|
|
# text: \who\fn<OMORI_GAME>Can you tell us the truth?
|
|
|
|
# message_506:
|
|
# text: \who\fn<OMORI_GAME>This isn't real.
|
|
|
|
# message_507:
|
|
# text: \who\fn<OMORI_GAME>This is the only way.
|
|
|
|
# --------------------------------------------------------------------------------------------
|
|
#BLANK FACES
|
|
|
|
message_500:
|
|
faceset: MainCharacter_Mari
|
|
faceindex: 35
|
|
text: \mar
|
|
|
|
message_501:
|
|
faceset: MainCharacter_Mari
|
|
faceindex: 34
|
|
text: \her
|
|
|
|
message_502:
|
|
faceset: MainCharacter_Mari
|
|
faceindex: 33
|
|
text: \kel
|
|
|
|
message_503:
|
|
faceset: MainCharacter_Mari
|
|
faceindex: 32
|
|
text: \aub
|
|
|
|
message_504:
|
|
faceset: MainCharacter_Mari
|
|
faceindex: 28
|
|
text: \bas
|
|
|
|
message_505:
|
|
faceset: MainCharacter_Mari
|
|
faceindex: 29
|
|
text: \bas
|
|
|
|
message_506:
|
|
faceset: MainCharacter_Mari
|
|
faceindex: 30
|
|
text: \mar
|
|
|
|
message_507:
|
|
faceset: MainCharacter_Mari
|
|
faceindex: 31
|
|
text: \mar
|
|
|
|
#----
|
|
|
|
message_665:
|
|
text: \whoDo you want to be asleep or awake?\!<br>There are only two options.
|
|
|
|
message_666:
|
|
text: \whoWell...\! There always is another...\| but...
|
|
|
|
#-----
|
|
|
|
message_667:
|
|
text: \whoStay away...\| You are not my son...
|
|
|
|
message_668:
|
|
text: \whoWhy...\| Why won't you fall?
|
|
|
|
message_670:
|
|
text: There is no \c[4]LIGHT BULB\c[0] here.
|