Clue: A Knife in the Dark

by Datax

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  • Author:
    Datax
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A SINGLE DARK MANSION sits alone atop a gloomy hill. It is the home of Mr. Boddy, a man made rich through dark deeds. Having discovered a fatal secret of each of six unwilling acquaintances, he has, over the years, extracted a handsome sum from each of them.

Recently, however, Mr. Boddy's business has taken a turn for the worse. His six victims grow restless, and the tithe required of them has taken its toll on their wealth. Slowly, Mr. Boddy found his unlawful income dwindling. Unable to watch his cash slowly vanish, he invited all six victims over for dinner on a dark night. His servants were dismissed early that night; it would not do to have witnesses to his talk of blackmail.

One of his guests, brooding with dark intentions, was quietly interested in that fact. It would not do, after all, to have witnesses to the dark deed this one guest planned...

Our story unfolds on a stormy night in 1954, as Boddy's six disgruntled guests gather for dinner at this same dark mansion.

Clue: A Knife in the Dark, created over the span of approximately a year and a half, follows the grand tradition of Fetchball and Dorfball of presenting an entirely new system of online gameplay.

Clue: A Knife in the Dark puts the player in the role of one of the six guests made famous by the board game. Through gameplay more similar to an open-ended detective movie than traditional Myth melee, up to six players will slink about the looming mansion of Mr. Boddy. Someone will eventually kill Mr. Boddy; it is then up to the remainder of the players to deduce the identity of the killer and put an end to him.

Naturally, it is often difficult to find six players online who all have a copy of a third-party map. That is why Clue: A Knife in the Dark includes bots. If only three players available, the computer will transparently supply the other three. Moreover, it will supply them in such a way as to be all but indistinguishable from the human players. They will gather a weapon, stalk the mansion, and if an opportunity presents itself, put an end to Mr. Boddy or his murderer. It is even possible to play all alone; with five intelligent bots about, it should feel almost like a normal netgame.

Feature list: - The inclusion of humanlike bots, all but indistinguishable from human players. - A modern, indoor atmosphere furnished with many new scenery items. - The random initial placement of six unique weapons among nine unique rooms, such that no two weapons are in the same place. - The use of non-global weather effects to create a convincing map that is partly indoors and partly outdoors. - The use of dynamic music which changes to suit the happenings of the game. - Such special effects as an expanding bloodstain beneath the body of one killed by the Knife. - An entirely new set of gameplay objectives in a Myth II netmap. To win, a player must either kill Mr. Boddy and survive the remainder of the game or ascertain the murderer and kill him.