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Introducing the Museum

  • Writer: Alastair Vallance
    Alastair Vallance
  • Jul 2
  • 2 min read

Welcome to the Dev log for my current indie project "The Curator and the Flood"!


The original concept came from a Game jam with the theme of "Blocked" which immediately led me to a somewhat literal concept of blocking something out. In turn this made me think of "Papers Please". After over scoping the concept for a jam, it has lead to the idea being adapted and developed into a mix of Papers Please and the Museum from Animal Crossing, trying to keep out counterfeits and allow in the real deals.

The Curator and the Flood - Very much a placeholder name as I develop it!
The Curator and the Flood - Very much a placeholder name as I develop it!

In the story of the game, a massive storm has hit Dartt City and it's History Museum causing all security systems to be taken out and backup generators to be taken down. Thieves have taken the chance to break in and take what they want from the collection including Paintings, Gemstones, Suits of Armour, pieces of Motorsport and automotive history, all stolen. As the Junior Curator only a few days into your career, you need to figure out what can be added back to the museum and what is a clever ruse to throw you off the scent of the real deal.


So what's in the plans?

As it stands, the idea is to build up a system to full evaluate a variety of artefacts with certain tools. Gemstones would have a form of polishing cloth or Jewelers Magnifier to identify imperfections in a fake or prove a piece's authenticity.

Another aspect would a reputation system, both for the player and the museum. Too many counterfeits in the museum? Low reputation and you'll need to get the next few days right to rebuild it, and low income to try and improve the place. Low personal reputation? That ends a player's day forcing them to restart from a checkpoint. As also suggested, a monetary system tied into what is available.

An end of day section where the player gets to survey their progress is also planned, and is a key part of the player's experience. Get to know some of your colleagues and perhaps piece together a conspiracy of how the museum was so easily taken from.

One final concept is a vital exhibits in the museum. A selection of expensive and rare objects that the player may have to take back themselves in a variety of minigames and counter-heists.


It's a lot to try and add to the game, but this dev log is all about showing that process!

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