HEXSCAPE
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BRAINSTORMING
Voodoo Bayou
Before
you begin, review Chapter 6 on Brainstorming in The art of Game Design
Think
about exploration games you have played.
Skyrim/Grand Theft Auto/Final Fantasy XII/
What is successful about them?
-Open
world, attention to detail, interactive with objects
What inspires you about them?
-Enables
players to submerge into fantasy world through graphics, exploration,
interaction, and reward.
What could be better about them?
-More
interaction with object
What ideas would you like to try?
-Open
world, Interaction with objects (pick up, grab, push, collect, remove, destroy)
IDEA:
You
awaken to find yourself trapped in a worn-down, creaky house. You lift yourself
off from the ground to see that you are in a human sacrifice ceremony. You must
find a way to leave the house before the Queen of Voodoo arrives to finish the
ceremony. You search around and find a sturdy, well built door. You look
closely and find that the door is missing key components. Will the door open if
I can find the missing pieces? You look more closely, and see concaved dips.
What could fit in there? Eyeballs?
Your job now is to find the hidden eyeballs and
return it to the door. You will need to search high and low, push and pull
objects, find hidden areas. Only then will the door open.
Door
too difficult to program. Instead, there will be multiple doors, multiple keys.
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REFERENCES
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LEVEL SCRIPT
Hexscape Level_Intro
Background: In a dystopia where frightening magic and
conspiracy exists, humans must endure everlasting testing, experimentation, and
sacrifice. Religion and conspiracy have control of the balance of the world.
Spiritual Voodoo is a common religion performed, and often utilizes human
sacrifice. Voodoo Bayou is a notoriously known area where those who are taken
to, never return. Those who are sacrificial limbs to the controlling dystopia
never know they are targeted.
Scene: Nexo Russ has just
awoken in a rusty, worn-down cell. Nexo has no recollection as to how he ended
up where he is.
Time: Dusk
Condition: Moisture, humid, rotting wood
Characters:
Nexo Russ Male. 28
Voodoo Queen Female. Unknown age
Whispering Voice Male. Unknown
Camera fades into
Nexo, revealing the cell. The cell is somewhat open and dented. Nero stands up
from the cell. The camera zooms out and shows a bloody ring around Nexo.
Nexo Russ
{Nexo_Hexscape_1}
Man,
what a headache. Wait, where am I? What is… all of this?
Whispering Voice
{Whisper_Hexscape_2}
So
you are awake. You are lucky. Hey, how many fingers do you have left?
Nexo Russ
{Nexo_Hexscape_3}
Huh?
Who are you? Where am I? Why am I here? What’s going on? Where’s my family?
Whispering Voice
{Whisper_Hexscape_4}
You
are lucky. Remember… You. Are. Lucky. Hahahahaha, why don’t you leave your
cell? It’s open. See? Go on. You’re lucky.
Nexo Russ
{Nexo_Hexscape_3}
I
can’t see. I need to find a light first.
GATING
MECHANISM: Find Flashlight.
Hexscape Level_A
SECTION A1: Intro to characters and setting scene.
Nexo raises from the
floor and heads to the cell door. It is open, but budged.
Nexo Russ
{Nexo_Hexscape_5}
I
can’t open it. There must be something jamming it.
We observe the cell
door to find the GATING MECHANISM. The gating mechanism is a twig stuck between
door and cell.
Nexo Russ
{Nexo_Hexscape_6}
Got
it. Now to leave this barren waste. What is even going on?
Whispering Voice
{Whisper_Hexscape_7}
You
can’t escape. It is destiny. We are hexed. You.. are hexed. She will come. You
are not lucky!
We can explore the
cell room, finding burnt books, soiled and rotted. We find bones, blood, muck.
There is an unlocked door. The doorknob squeaks; the door drags.
Silence. We hear the
sound of water droplets, a pin dropping.
We can move freely
through this unknown corridor. No windows, no lights except the flashlight
found in the cell room.
Whispering Voice
{Whisper_Hexscape_8}
You
can’t escape. It is destiny. We are hexed. You.. are hexed. She will come. You
are not lucky!
The player character
talks to himself...
Nexo Russ
{Nexo_Hexscape_9}
I
just need to find the door… any door.
The
player enters a wide, open room. This is the main room. There are three doors
in this room. One leads outside, and the other is locked, and one is unlocked.
SET OBJECTIVE:
Objective text pops up in the middle of the screen,
TEXT ONLY DIALOG
{Nexo_Hexscape_9}
Go to
the front door.
The player must walk
around the open room until he comes across a door.
Nexo Russ
{Nexo_Hexscape_10}
The
outside door is locked. I need to find a way to open this door. Who lives here?
SET OBJECTIVE:
Objective text pops up in the middle of the screen.
TEXT ONLY DIALOG
{Nexo_Hexscape_11}
Find
another door.
The door to our
bedroom is locked. The player rattles the knob.
Nexo Russ
{Nexo_Hexscape_12}
Need
to find a key. Should be around here somewhere...
SET OBJECTIVE:
Objective text pops up in the middle of the screen,
TEXT ONLY DIALOG
{Nexo_Hexscape_13}
Find
the key.
SET OBJECTIVE:
Objective text pops up in the middle of the screen,
TEXT ONLY DIALOG
{Nexo_Hexscape_14}
Open the
door.
SET OBJECTIVE:
Objective text pops up in the middle of the screen,
TEXT ONLY DIALOG
{Nexo_Hexscape_13}
Find
the key.
SET OBJECTIVE:
Objective text pops up in the middle of the screen,
TEXT ONLY DIALOG
{Nexo_Hexscape_14}
Unlock the third
door.
CHECKPOINT____
The player opens the
door to find it leading to a staircase. The player walks up to the second
floor. There is one room. It is unlocked. An empty potion bottle lies on the
table, and a note written with blood ln the walls It is written:
Every Home Needs Peace...
Jasmine and honey,
2 fruits of passion
The purest of white rose
petal
Nature’s sip: water.
Found where the voices whisper through eternity,
For then, you shall be free.
Gating Mechanism: Find the potion. Drink the potion.
Nexo Russ
{Nexo_Hexscape_16}
What..
is this? Should I drink this?
SET OBJECTIVE:
Objective text pops up in the middle of the screen,
TEXT ONLY DIALOG
{Nexo_Hexscape_15}
Drink
potion.
When the player drinks
the potion, the lights turn on. The player is able to see the room. The player
then proceeds to throw up, finding the key in his throat.
Nexo Russ
{Nexo_Hexscape_16}
What
the hell? A key? Where did that come from? Wait… is this the key I need…?
SET OBJECTIVE:
Objective text pops up in the middle of the screen,
TEXT ONLY DIALOG
{Nexo_Hexscape_17}
Escape.
Whispering Voice
{Whisper_Hexscape_18}
He is
lucky! He is lucky!
The
player returns to the entrance door and unlocks it. He escaped successfully.
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STORYBOARD
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