Overview:
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State of Presence focuses on the story of Kacper Takarski, a Polish man who suffers from Post-traumatic Stress Disorder. In the past, he had spent his daily life caring for his younger brother (Marcel) and depended on his childhood friend (Izaak) for emotional support. That is, before everything came crashing down.
Upon waking up in an unknown location, Kacper is faced with the truth - he has died, is stuck here, and may never pass. After meeting some strange individuals and a certain familiar face, he's left to make the best of this situation on his own.
Game Content:
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Our visual novel's story mainly focuses on mental illnesses and the characters' struggling with them. There's a paranormal aspect to it all, and a possible BxB relationship with the main character. There are also BxG and GxG shown with side characters.
Features:
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--Memory Timeline--
This feature allows you to view any scenes you've already seen or new memories you've unlocked. In addition, the timeline expands as time passes.
--Dream World--
The Dream World is a feature that appears every night. Through it, Kacper can either explore memories (progression to the next day with a chance of unlocking a new memory), access his memory timeline, or view his thoughts on others (view his knowledge of character profiles).
--Shop--
A shopping system where you can purchase items that'll either help you progress through the game, unlock certain memories, or give access to certain scenes.
--Paintings--
This feature can be used to delve deeper into memories. Paintings are created by your selection of paints, which can be bought from the shop. Depending on your combination is the type of memory you'd unlock. Paintings can take a while, so only a certain amount can actually be completed by the end of the game. As a result, this feature is still useful throughout different playthroughs. When completed, paintings can either be sold or gifted.
--Presence--
The current state of your being. This works similar to a health bar, except when it reaches 0, you diminish. However, unlike a health bar, this status is almost impossible to replenish.
--Behavior--
This status influences Hikaru's actions and speech, slightly changing some of the text throughout the game. This has a range of what's considered misbehavior, neutral, and good behavior. At the beginning of the game, the status starts off as good behavior.
Overall Purpose:
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This visual novel is being produced by RK Sympathy, an organization that spreads mental illness awareness through multimedia.
In this project we cover many different mental illnesses and how those suffering from them go about their lives. As a result, some positions may require knowledge on some, if not all, of these disorders. If your position requires this, we will send you any messages, links, or text necessary. All you need is to be willing to learn!
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Progress:
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At this moment, we're 42 pages into the script. (Still in the Prologue.)
The demo is expected to consist of the Prologue and the beginning of Chapter 1.
Character Designs:
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Here is the sprite art ChomChom made in the past. We're expecting new ones using Live2D in the future.
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Open Positions:
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Music Composer - CLOSED
Sound Editor -
Writer - CLOSED
Artist (BG) - CLOSED
Artist (GUI) - CLOSED
Position Expectations:
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--Sound Editor--
1. As the script writing proceeds, we'll approach the editor when specific sound files are needed. Varying on complexity of the file, the sound editor may take a certain period of time in order to complete and return it to us.
2. Our team is understanding of the time it takes to create pieces, so as long as the sound editor notifies us of how long it'll approximately take for each, we're generally alright with it.
Expected Commission Frequency (applicable to all but Writer/GUI):
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The funds we get towards this project are a little infrequent, making our commissioning somewhat infrequent. It's something we learned to work with as it gives us more time to focus on the main content (storylines, planning, concept sheets, etc.), but it's still good to have contacts in mind for when we do have the spare funds for additional content. Simply put, we tend to order things as the time they are needed comes, rather than in batches (unless discussed to be ordered in another way prior). This way, even if prices are a little high for our budget, we can just wait for when we have the amount to spare and return then. With this in mind, it's easy to determine that the lower the price, the more frequent our commissions tend to be.
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If you're interested, you can either respond to this, send me a PM, or email us at rksbusiness@rksympathy.org. We look forward to hearing from you!