Meet Booh and Babbot

This is the beginning of the fictional account of Bartholomew Orinthal Oliver Halstead, and Jonathan Babbot.

Booh and Babbot in

“The House of Dracula”


This is an adventure puzzle game with an emphasis on puzzles and hidden objects.  The hidden objects are elements, which supply either clues to forward the game story line or items that will be used in inventory toward other game puzzles.  All game puzzles are geared towards unlocking access to the next level or providing clues towards the games climax.  The story line will be stand-alone and complete within the play of the game but there will be an element that opens up for the next adventure.

2 Responses to Meet Booh and Babbot

  1. Gene Poschman says:

    Here is a brief run through of the game.

    The game is a comic film noir mystery circa 1930 – 1940 with a dash of comic horror involving vampires with a double twist at the end. The two main characters are Booh and Babbot who are reminiscent of Laurel and Hardy and Abbot and Costello. They will be providing commentary throughout the game and story.

    Opening Level – Private investigators office.

    Booh and Babbot are gentlemen cleaners (janitors who work in business suits, Booh wears tennis shoes). Their first big client is the detective agency. They are cleaning offices (hidden object) and picking up a couple of items for inventory, Booh makes a business card (puzzle how to make business card?).

    Enter Femme Fatale with a story about treasure and a haunted house. There are clues in her story, not all is as it seems. Booh and Babbot are in suits and she in none the wiser that they are not detectives. Booh is in love and Babbot is interested in treasure and a haunted house does not deter them, much. Impersonating PI’s, Booh’s idea, they agree to take the case.

    A final inventory item is a PI notebook. It will be available for review.

    Level – Street in front of house.

    There are two areas of Hidden objects and a puzzle to open the gate.

    At the front porch there is another hidden object screen and a puzzle to get into the house with surprising results, you end up in the cellar.

    Level – cellar laboratory.

    There are three rooms to explore with hidden objects, collect inventory items, and solve the puzzle of the exit from the basement. While searching there are additional clues and maybe a red herring or two.

    Level – house.

    There are 9 rooms that will have hidden object areas and clues. There have been 6 deaths/murders in the house and they must be solved as to who got killed where and how, and are they dead?

    Sort of a “Clue” elimination puzzle circa “who lives in the red house and owns a zebra”.

    Solving this level gets you out of the house.

    Level – Garden maze.

    There are three mazes and I plan to have hidden objects, story clues and of course a puzzle to escape each maze. There is some work to be done with regards to all three.

    Level – Graveyard.

    I have six views and some ideas about the graveyard but this is pretty open for now. There are a fair number of clues to be available here and the hidden object parts should be fun.

    Level – Dracula’s Crypt.

    Believe it or not there are three screens and the climax of the game. There will be a Wedding? And another surprise, the story will come to a conclusion and a lot of clues will be resolved but it will open the next chapter in our hero’s adventures, hence the franchise.

    Preliminary screens are done, but they are subject to change and team’s recommendations.

    I have more but this is already too long.

    Comments??

    Gene

  2. For more information about the game development process for The Haunted House of Dracula and a visit to the first scene of the game while in development CLICK HERE. I have written a history of the game being developed, and at the bottom is a brief description of the first person navigation and a link to the actual scene. I apologize for the round about way to get to the scene of the game, but you should read the information on the navigation before going to the scene.

    Gene

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