Nine Hours to Dawn

Started by Cogliostro, Fri 15/10/2010 16:02:33

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Cogliostro

"Nine Hours to Dawn" is about five strangers who - due to a car accident - find themselves trapped in a cabin, in Northern California, during a storm.  As they try to survive the elements and each other, they become increasingly aware that the cabin is haunted.

The game I originally designed was HUGE!  I finally admitted that's an awful way to begin a project, and thus I created this prequel.  It's given my main character a lot more background and has allowed me to get familiar with AGS. 









*********EDIT *********

- graphics 100%
- puzzles 100%
- scripting 100%
- music 100%
- sound 30% (I *MIGHT* go back and add more sounds.)
- story 100%

The beta testers are going over the game now... should be released in May.

*********************

This game annoucement thread turned into a development  thread.  So if you're at all interested in downloading and playing the game.... you probably don't want to read any further.

EXPECTED RELEASE DATE: FRIDAY THE 13th!!

- Cogliostro
"First things first, but not necessarily in that order." - Dr. Who

Tabata

Whow - cool stuff so far.   8)

It's my first report like this, but I'll simply try to tell you, what I „found“:

Spoiler
~ after reading the „Read Me“ in the main menue (little typo within the description to quit) you don't get back to main menue but to the very beginning
FIRST HOUR:
~ in the screen, where the last selected item is shown, there always is a notebook, even if i selected an other item from inventory
~ two times I first thought, that the game crashed, but it was only decreased, could be found still in the taskbar and it was possible to go on
(1. Jack returning from car and in front of the house, when he has to go to the tree. 2. After Jack took the axe)
SECOND HOUR:
~at the shed, using the hand-icon on generator will still popup the text about closed door with padlock
~ icons in inventory overlap
THIRD HOUR:
~the text in green letters at a „green room“ is very difficult to read
~ inside the house the biggest wall isn't ready yet, is it (no window - everything is black)?
~ hadn't realised, that I try to catch a ghost, until Jack wouldn't use the couch an told it
I nearly got a heart attack coming in the dining room ;-) suuper
~ Jack leave the bathroom after „Jesus ...“ automatically
~ wc is defined as bathtube
FOURTH HOUR:
~ looking at the point in the bathroom, the mirror has been before has the same effect, than with Jack (but there is no mirror, so mayby that's not right?
~ after taking the cup, yoand using the cupboard, there is a new cup appearing
~ outside, looking at the broken window, he's talking about „... the window I broke...“, but it was Jack (same with the tree)
FIFTH HOUR:
~ teenager is longer, than the bed (legs lying in the air)
~ poster's not ready ... but the room isn't ready, isn't it?
[close]
Hope that is, what you wanted, because normally, theese are no big errors to mention.

Maybe already some things have to be like this, so it's up to you to decide.

I'd like to say, that style and graphics are well and you should go on with making this game. The characters of the persons are individual, the movings are smooth and playing the game, gets you in the right mood for the story. The gamer always wants to go on in the story and so in my opinion you should - no you have to complete your game.  

So please do, will you?  :D

Cogliostro


Tabata -

THANKS!  This is EXACTLY what I needed.  I've been staring at the screen so long I can't see the mistakes any more. 

Of the mistakes you mentioned, only the NOTEBOOK was intentional.  And of course, HOUR 5, as you could easily tell, was barely begun.

- Cogliostro


"First things first, but not necessarily in that order." - Dr. Who

Cogliostro

Okay, I cleared up all of the problems that Tabata found, and uploaded the newest version.  If anyone else wants take a peak, I'd appreciate that. 

I will be finishing the game.

- Cogliostro
"First things first, but not necessarily in that order." - Dr. Who

Tabata

#4
Quote from: Cogliostro on Mon 18/10/2010 19:14:08
I will be finishing the game.

Yeah - thank you Cogliostro!

How did you make all those changes so fast? Whow! - The game will be ready in some days like this  :o

It's a strange feeling to note all those little things (like being very petty), but...

you get what you want  ;)

So, here we go again ...
Spoiler

~ Ahh, now the notebook works and also the inventory is right!

~ Astrid:
I didn't see it, when first playin', but the pic, when talking (I like the look of her) it seems to me, she lost one of her incisors?!

~ Entering the house:
The screen to inform about starting the second hour is now to be seen only for about a second.

~ Mainroom:
Now the „black wall“ looks much better and I can realise, that it is a big window (the lightning placed there was a cool idea - looks really good).
To be outrageous: Do you think, it's possible to open the screen a bit more? The walls inside this room seems to be much to high (because there is a second floor already) and if you watch the house from the outside, then the mainroom can't be that high - only my impression.

~ Now even I'm able to understand, that they are watching the video (silly me). Good idea to place a conversation there (for people like me). Shouldn't the window get the same change there?

~ acting as/with Sal:
The mirror in the bath can't be seen - maybe a simple frame should do it.
It seems a little strange, that he has the same feelings about the forest, as Jack.
Looking at the broken tree:  not him, but Jack needed the axe
Using the broken window : he never took something out before, so you should remove the word „else“
Looking at the generator: it wasn't him got this running, but Jack

~ acting as/with Astrid:
She shouldn't be able go to the mainroom, because if she talks to those sitting on the couch, a dialog with Jack (who is in the bath) is running. She also can go out, but has no „meaning“ about the things around.
[close]

Oh yes -  I LIKE THIS GAME!

Cogliostro


Okay, I just uploaded the most recent changes.  But I won't be able to do any other updates for a week or so.

There are currently four different characters that are controlled at different points during the game.  Most people should be able to complete the part I've done in an hour or two.   I'm hoping I've made a game that's heavy on atmosphere and character development.  Currently the puzzles are on the easy side.  Though I've planned a few tough ones near the end.

Tabata - Please keep commenting on the petty stuff.  Sometimes it's things I've forgotten to do - like the main room in the cabin.  Other times its stuff I completely overlooked.  Either way, the little things help build atmosphere and that's what I'm after.

- Cogliostro
"First things first, but not necessarily in that order." - Dr. Who

Cogliostro


Upgraded the pictures, added a few rooms, a lot of inventory items, completed Hour5, part way through Hour6. 

- animation 50%
- graphics 70%
- puzzles 80%
- scripting 70%
- music/sound 90%
- story 90%

- Cogliostro

"First things first, but not necessarily in that order." - Dr. Who

Tramponline

Very nice! I really like it so far Cogliostro.

Especially, I've to agree with Tabata, the part...
Spoiler
...during the camcorder recording sequence, while entering the dining room freaked me out quite a bit! Really well done!
[close]

some minor stuff I've found:
Spoiler

- 1rst time with Jack in the (illuminated) living room:
  The description of those two doors reads 'kitchen' and 'dining room'. (which the player actually doesn't know yet)
  Later on in the game it just says '(It's) a door'(or sth. similar?)
  Might be more logical to reverse those descriptions?

- while playing with Sal (Fourth Hour?), I wasn't able to go back to the living room through the connecting kitchen door for some reason

- (with Astrid in the dining room) I was able to observe both paintings at the same time --> zoom on both paintings overlapped, which was kind of awkward (not sure if that is true for all playable characters?)

- (Astrid, hunting for the tuna) While standing in front of the house and trying to walk to the left side of the house (swing & generator) I received a message saying: "That's not the way to the cars.". This message got stuck, didn't vanish even after several mouse clicks, and I had to reload a save game.
[close]

One question though: All characters seem fairly 'clear cut': the 'prick', the 'intellectual', the 'airhead' etc.. As I don't know your concept for further events in the game: is that intentional, to break with certain clichés of stereotypes later on in the game?
Please don't get me wrong, I'm only asking because you've mentioned character development as one of your focal points and to achieve this IMHO it is quite important that we care about those characters. And it is by far easier to care about a protagonist if he/she doesn't stay one-dimensional, as in "too prickish", "too airhaded" and so on...?  

Anyway, really looking forward to your next update, to get spooked again! :)


Tabata

#8
Hello Cogliostro,

here I am again and before starting:
You did very well changes and also the extensions are very good for the right mood!

Now here is, what I have for you now:
Spoiler

2ond h:
~ in the sheed
  using hand-icon gives you descriptions of the things, that I would expect by using the look-icon (should be something like „.... no need to carry that all around ...“) and using the look-icon on the can will get it directly in inventory (not shure if you wanted it that way, therefore I mention it here)
~ notebook
  after solving this task, the text is still the same (maybe for example change it in „... well done, why not go back now ...“?)

3rd h:
~ about Tramponlines post
  the descriptions of the doors during watching the video is okay (in my opinion), because the ghost-hunter  may know the rooms already (in my eyes it isn't Jack - or has he cut his hair?)

4th h:
~ just great

5th h:
~ Astrid talking to Geordy:  â€ž... get you to a hos(p)ital at first ...“
~ after leaving the house there are some bugs where you will get stuck  (same point, that Trampoline noticed already) - only possibility is abord key and some very little chance to let appear the bar on top of the screen for quitting! It's the same result in the following scenes: going to the right in front of the house; in forest when trying to go back to house (without have been to the cars);  in forest when trying to go back to cars (after being there) - the message appears and then there is no chance to do anything successfull
~ going back in the house Astrid still has her jacket on and when leave again she wants to put it on

6th h:
~ description of flashlight in inventory is missing
~ the notebook isn't usable
(not yet, I think - but you're still working on this „hour“, right?)
[close]

Hope this helps a bit ~ see you again one (or more) hours later.  :D

Also thanks for already being mentioned (even if I'm still trying to fullfill my „new job“)! :-*

rascal

Nice game!

The hotspots on all the items are very easy to find and apply, but the one on the interaction hand and the eye are a bit dodgy...

What occurred to me while first playing with Astrid:

Spoiler
I just walked upstairs and met the girl, didn't go outside at all, didn't meet any animal, and finished the sequence anyway. Still, all the game characters talked about her encounter with the animal. I guess it's not really meant to be like this, or is it?

[close]

Tramponline

#10
Quote from: Tabata on Fri 29/10/2010 19:45:16
Spoiler
3rd h:
~ about Trampolines post
  the descriptions of the doors during watching the video is okay (in my opinion), because the ghost-hunter  may know the rooms already (in my eyes it isn't Jack - or has he cut his hair?
[close]

Of course you are right Tabata. I seem to have confused the time segments & character I was playing. Consider this point redundant. :P

About the hand/ eye cursor: As rascal mentioned, at some points it is quite difficult to postion those cursors over objects, especially if they're fairly small. Maybe adding a reference pixel to each cursor would be of great help as to know how/where to position the cursor over an object to trigger the interaction.   

Tabata

#11
Hi Tramponline,

no problem at all - the more testers, the better for Cagliostro to choose/decide, what might need a change.

I just try to take the little part of those kind of gamers which sometimes do unthinkable actions (like myself  ::)).


Happy Halloween to all of you!

Cogliostro

#12
Trampoline -

That heart-attack-in-the-kitchen even caught me!  And since I knew it was coming you'd think I'd be immune to it. 

In order to give each character their own voice, I used stereotypes, but, I have to admit, somewhere along the line I forgot I did that.  So, thanks for the reminder.  I'll have to make sure that those characters who have an epiphany/revelation/near death experience (and who survive) will break out of that stereotype, at least a little.  I believe I even started to do it a little.  In the brief period between storming out on everyone and being possessed, Sal expresses regret for being such a prick.

Catching bugs and typos is great, but watching for story and character development points is awesome.  So, again , THANKS!

One question for you, during the 3rd Hour / Camcorder / Greenscreen: The ghost hunter is definitely *not* Jack.  The ponytail was supposed to clear that up.  Did you think it was?  Or was that a typo?


-----------------------------------------------------------

Tabata -

EYE & HAND icons in the shed....  I used the any-click command in the shed and didn't give it any thought at the time.  My typical game-play says that if I walk into a room like that I take everything the game will let me and move one.  Clearly I should go back and add some details.

3rd Hour / Camcorder / Greenscreen: You're right, the ghost hunter is definitely *not* Jack.

-----------------------------------------------------------

Rascal -

I hadn't given the hotspots on the icons any thought, but I'll clear that up this week.

-----------------------------------------------------------

Everyone -

Thanks for catching all the bugs.  I have been immersed in creating the 2nd half of the sixth hour.  Since I deviated from the standard point-n-click format to create something that should generate a lot more tension.  As a result the 6th hour is at least twice as long as any of the others.  That's about all I can say without spoliers. 

Question 1: One tester has pointed out that immediately after the accident I jump ahead to the point where   Gordy's leg has already been bandaged.  Is everyone okay with this?  I idea was to skip ahead to character-developing scenes.  Does this work, or should I include a bit of dialogue about patching up Gordy's leg?

Question 2: Should more of the game have "look" and "interaction" respones?

Next udpate should be posted by the end of the week.

- Cogliostro
"First things first, but not necessarily in that order." - Dr. Who

Tramponline

#13
Glad to hear Cogliostro, looking forward to the 6th hour!

No worries, as Tabata pointed out as well, the ghost hunter and Jack NOT being one and the same person is quite obvious (...except if the Greenroom sequence is a schizophrenic projection of Jack's twisted mind, the ghost hunter being his alter ego in this collateral dimension of his mental reality?...nah! :P)

The truth: ...while posting, I was just too lazy to restart the game and re-check the notes I jotted down with each time segment...meh ::)

What I hinted at was:
I realized the player encounters the observation "It's a door" quite frequently throughout the game so far (except in the 3rd Hour) .
Changing the tag from "It's a door" to e.g. "The door to the shack"/ "That's the kitchen door"/ "That's the door to the dining room", after visiting those locations would serve a double purpose in my opinion.

As a mental note of the character it helps to enhance the level of immersion for the player, I think (in a sense of: "I have been there/ I know this place/ I become familiar with it" etc.)

At the same time, the heightened sensation of the player's "being there" ("the house/world" acknowledges my presence/ my being there) might help to reaffirm the mood of impending danger and threat.
Just a thought...and sorry for rambling! ;D

tramp    

Tabata

Hello Cogliostro,

first about your questions:

1.)The only irritating point for me ('till now) has been in the first version, when the video-sequence starts without me knowing, that we are watching a video  ::) - but you directly solved that nicely.
It didn't interfere me, that Geordys leg already has been bandaged. I just noticed one injured person at that point. In my opinion there's no need for an extra dialog about the first aid. Of course it can be done, if it is urgent to know, who did it (and why not one of the others). So right now I'm okay with it, as it is.

2.)The number and also the kind of existing "look" and "interaction"-responses is sufficient for me to understand the game and the people. There are only some little reactions, which could be done a bit more specific from the one, who is on the run (especially, when talking/thinking about something, which has already been used/watched from an other one). Like you already did it for example about/in the forest, the books ... .

It's not neccecary but could be done a bit more just because of your personal target to point out the difference (and change?) of every character during those nine hours. It's difficould for me to explain in english.  :-\ Maybe an example will do better: Also about obvious stuff, Sal could react more rude, like „You're wasting my time!“ „Can't you see it by your own?“  „Are you serious?“  „I ignore, open your eyes!“ ... to get even more into his mood. This way for everyone of the others depending on their individual settings. But that's only a possible extension, not an important one.

I agree to Tramponline that it could be possible to become part of the game more by using the terms, he suggested. I think, that's a very good idea!  8)

C U

Tabata

rascal

I'm all for Tabatas suggestion that the player's sense of playing with different characters would massivley be enhanced if they delivered different descriptions when looking at objects.

I actually think his suggestions for Sal are pretty good. I don't have a clue how hard it'd be to implement this feature, though.

Cogliostro

#16
I  planned to have everyone describe objects and things differently.  In some cases peoples basic reaction will over ride this.  So, some things get simply labelled: "Door to kitchen"  or "It's a *MASSIVE* window."

In most cases I _thought_ I let people's personalities come thru with the description.  One object had three different description depending on who was looking at it:

Ghost Hunter =   "I'm here to hunt ghosts, not cook!"
Sal = "Cooking is women's work."
Jack = "I'm convinced the stove runs on the same propane as the heater."

If I'm getting you guys correct, I need to INCREASE how many spots/objects can be looked at, and make sure that I vary the descriptions for each person.

UPDATE: I just changed the icons, and finished including the Pixel Perfect Collision Detection which leads to this teaser/spoiler:

Spoiler
  This adventure game will include a life-and-death version of hide-n-seek.
[close]

Should be done by Friday with the sixth hour.

- Cogliostro
"First things first, but not necessarily in that order." - Dr. Who

Tramponline

#17
Didn't see your questions, your editing & my posting seem to have overlapped:

Quote from: Cogliostro on Mon 01/11/2010 18:58:34
Question 1: One tester has pointed out that immediately after the accident I jump ahead to the point where   Gordy's leg has already been bandaged.  Is everyone okay with this?  I idea was to skip ahead to character-developing scenes.  Does this work, or should I include a bit of dialogue about patching up Gordy's leg?

In my opinion definitely the latter, as it is a very neat and unobtrusive opportunity to introduce all characters. You could e.g. implement a simple dialog puzzle in order to be able to aid Gordy. (situations of "crisis", however small, are always a great opportunity to show off human character traits)

Quote
Question 2: Should more of the game have "look" and "interaction" respones?

Let's put it this way: it's good way of enhancing and conveying atmospherical cues, to get the player 'on the edge" so that your shock effects have the most impact. (For example emphasizing how lonely and desolate this place is geographically & so on)

Just re-checked first two Hours, I don't think there're not enough responses actually.

A few more things:
1st Hour:
- looking at the 'swing' + comment quite difficult - probably because it's moving? no eye interaction on seat.
  (To be honest, the swing looks slightly awkward as it's angle would be like that during a raging hurricane. Besides, I think it would be far more atmospheric, if it was moving only from time to time and in a much slower motion - it's kind of hectic right now and  slightly kills the ambience)
 
- standing in front of the house, it would be nice to still be able to observe the door seperately, because:
Spoiler
...to be able to use axe on door while standing in front of the house (Jack walking there and opening the door would feel more natural, as the door is in plain sight.)
[close]

2nd Hour:
- illuminated living room: during discussion SAL passes in front of couch but BEHIND the two people sitting on it.

- generally: In front the house, on it's right and left side: you can see the shed and swing-area respectively, however clicking there you always end up walking towards the house. Walking to the house should be confined to the house itself?      

limbo

This is a copy of the original beta test report
« Sent to: Cogliostro on: 30 Oct 2010, 11:50 »
Several issues have since been discussed and addressed, why Cogliostro asked me to post the report here aswell, even though it's a long post.

By now, I trust everyone reading this thread has completed the game up til hour 4, why I make this post without spoilers, to make it more easily readable.

----


Beta test report
================

This is a game beta test of Nine Hours to Dawn, as downloaded from http://www.kengott.com/9Hours2Dawn.zip on GMT 29 Oct 2010 22:47:52. This report covers the first part of the game until hour 4.

Each comment starts with a problem graded from 0 to 7, as explained below. The next row refers to a certain room, cut scene or other screen, suitably named for easy reference.

Please bare in mind that I don't intend to be a know-it-all, but when I go into test mode I tend to pay attention to the details and turn to looking for problems. Most comments can be disregarded, and you will still have a nice game. What makes a great game, however, is when all the details are there aswell.

If there are comments graded 6 or 7 I suggest you address them first, as they involve game freeze or game crash.

Limbo


Grading
-------
0 - Encouragement
1 - Suggestion for improving
2 - Minor flaw or bug, not noticeable to most users
3 - Minor spelling, language or interpunctuation issue
4 - Issue noticeable to most users
5 - Loss of coherence or continuity or other story related issue
6 - Severe problem, not involving game freeze, crash or player getting stuck
7 - Problem causing game freeze, crash or player getting stuck

Summary
-------
Overall, the first part of this game contains very nice foto graphics, great computer graphics and great animation graphics. Also, the language builds the story to make it interesting, giving characters character. At this point I cannot make an assessment of the plot. That would have to wait until I have played more of the game. I haven't really thought about the music, which usually means that it is suitable for the scenes. This is a good sign.

In the first three chapters, intro and splash screen the following number of the various issues occured.

Grading   number of comments

   1       2
   2       6
   3      18
   4       1
   5       3
   6
   7       1 - game crash issue

SPOILER ALERT FOR THE REMAINDER OF THIS POST


Comments
--------
2
Intro screen
drop-down menu active and cursor displayed as "waiting"

0
Good that there actually is a Read-me with instructions

0
Really nice graphics!

1
In contrast to the very nice graphics, the dialogue-boxes look a bit dull. I think the impression would increase significantly with a layout of your own, and it's easy to do, too.

3
Intro dialogue (box number 18)
"... I saw the car on the side of..." should be "... I saw a car on the side of..." Nothing suggests, even after playing into chapter 4, that there should be anything special about this car.

3 and 5
Intro dialogue
(box number 22, also 24)
"perky blond" should be "blonde" ? But she looks like a red-head

5
Dialogue after car crash
Too controlled reactions to be beleivable. Need something more before either in dialogue or some explaining text box so you understand that some minutes has passed with shocked people. Also seems strange that people already seem to have assumed their roles, pointing out who's the know-it-all etc. For all we know the people of the different cars have only just met eachother.

3
Forest path after accident
-(First dialogue box): Missing interpunctuation. "You this is all your fault!" Should have a comma or exclamation mark after "You"
-(Third dialogue box): "rear end" should be "rear-end" since it's a verb [e.g. http://www.yourdictionary.com/rear-end]. Also sentence should end in question mark.
-(later, same dialogue): "taillights" should be "tail lights"
-(...): "Hey, guys, remember me, the guy with the broken leg?" Suggested new interpunctuation

2
Arriving at house
The last couple of persons just vanish simultaneously. You don't see them enter the house.

3
On veranda
"Like I said, a real dump." Missing finishing period.

1
On veranda
"... part of nature!"  Capital N?

2
Generator site
-Baseline issue when walking left of the small red house

3
Car crash site
-Get car: "carjack" should be "car jack". Otherwise it refers to carjacking.
-Also in anouncement box for addition to inventory it says "CARJACK".

2
Forest path
I find it a bit annoying when you leave a room in two, as seen in the scene, totally different directions, and end up on the same spot in the same room. For instance
-Forest path after accident: South->Car crash site, West-> ditto


3
To exit rooms to the south you need to click awfully close to the edge of the screen. This time I played in a window, so I could write these comments, and I often clicked off window going south (no pun intended).

7
Outside shed
When trying to use the jack on the dark window of the shed the game terminates giving the following message "Error: prepare_script: error -18 (no such function in script) trying to run '280,210' (Room 9)" This error could be repeated after restoring, suggesting it happens every time someone tries to use the jack on the shed window.

4 and 0
All rooms
Very limited output from the game engine when you try to interact with the background or objects. Some generic answers like "I don't want to do that" or "It looks nice" are adviced. Some more specific answers, too, would increase game appreciation, but it's tedious to do, I know. Comments in the tool shed is great, for instance.

3
Car crash site
After siphoning gas to the can, if you click with the hand tool on the car you still get the message "According to the gauge, there's still gas in the tank, but I need someway to get it out."

3
Generator site
After getting part of the hose, the same message about not being able to get it with your bare hands applies.

3
Great hall (First dialogue after generator on)
Missing period in the box where Baldy says: "Like hell, I found it I'm going to keep it."

3
Great hall (First dialogue after generator on)
An "I" too many in the box "You have been pissing me off since I we met. Do NOT push it!"

3 Great hall (night vision movie)
Interaction with eye tool on telescope: Replace "if" for "is" in the box starting "What is he saw one of those..." Same mistake in the big box for interaction with hand tool.

0
Great hall (night vision movie)
Hilarious cut-in about pop corn!

3
Kitchen (night vision movie)
Misspelled "everything" when interacting with cupboard: "There's an ancient package of coffee [...] when everythign else ..."

0
Dining room (movie)
Great scare effect!

2
Dining room (movie)
A few boxes down there's a box containg just three periods. I first thought it was an object. This could be solved by customizing dialogue boxes.

3
Dining room (movie)
Look picture: "...Harmonic Covergence..." Should be convergence?

0
Bathroom (movie)
Great scare effect!

3
Great hall (dialogue after movie)
Player says "predictated" should be "predicted"

0
Baldy in kitchen
Points for the blue coffee cup in the cupboard!

5
Baldy in kitchen
Cannot seem to find the blue cup and the coffe after the coffe machine has  mysteriously turned up on the desk.

2
Baldy in dining room
Mild walk-behind issue: In walk mode, place the cursor as if its legs were standing on the picture with the woman. Move the cursor right along the wall and click on various spots. You'll briefly see small parts of the character protruding from the wall.


===== END OF BETA TEST REPORT



limbo

Additional comments to the 5th hour, not included in Beta test report in previous post, though graded in the same way.


Comments
--------
Hour 5

0
Comment about cupboard is great! (OMIGOD! A gateway...)

3
Astrid talking to injured guy. At the end of dialogue it says "hosital" instead of "hospital"

3
In bedroom upstairs
"Well, might as let the actress earn her pay." A word or two are missing.

3
In bedroom, showing the girl the scrapbook
She reads and comments "Then when I tried to scare you aware..." Should be away, right?

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