The Setting
I see the overall setting being an Italian Island as seen in the picture given. I want the setting to be a romantic atmosphere to hide the twist ending and slowly reveal that there are problems.
The isolated setting, being surrounded by the sea with little to no boat traffic will increase the tension later on and also makes sense for an experimental setting. Also changes to the weather, storms for instance can further affect isolation and tension in the story. I do want the buildings to be colourful and welcoming in the town itself.
Important Town Areas So Far: |
The Bookstore/library: Important source of information for the protagonist.
The Docks: This is where the protagonist feels most free and meets their love interest
The Orphanage: The Orphanage will be inspired by Ospedale degli Innocenti as seen above. That orphanage was operational during the Italian Renaissance and that will be the time period feel I want readers to experience. The building will be isolated from the rest of the town on a mountaintop (added on the highest point in the town seen above). The feeling of ominousnous will not come from the setting itself initially, but the feeling of not knowing anything about the outside world and the arbitrary rules they must follow. There will be religious imagery used throughout the setting that will feature within the story themes.
Important Rooms: |
Protagonist bedroom: This is where most information about the protagonist will be given so the user can understand their character, through writings and drawings. She shares this room with her best friend and other girls from the orphanage.
The courtyard: This will be where the protagonist interacts the most with other girls.
Master room: This is where the head Nun lives and where the protagonist will have to sneak and get keys and information.
Small room outside Orphan's bedroom: This is where the nice Nun who the protagonist bonds with spends time after hours.
Hidden areas: I am still thinking about how many hidden areas will be needed for the 'game' portion to ensure that the user feels like they are exploring and solving a mystery.
Halls: This will be what connects all the areas to eachother, there are also paintings and decorations to explore and some chores that need to be done in this location.
Medical Room: This is where her fried will end up when she/he falls ill and dissapears.
Great Room: This is both the dining room and where story time is operated by the nice Nun.