Sunday, 1 April 2012

Cutscenes and Screens

Cutscenes:

The idea is that each cutscene is a series of pictures (doesn’t have to be many), which shows events. I imagine them sort of like comic book style, and the camera moving across them to give some motion to it. Add the dialogue in speech bubbles. Each picture, or frame, is indicated by numerical order.

OK, I realize the cutscene stuff is A LOT, and obviously don’t expect all of it in the end. The stuff I’ve written down is what should optimally happen, but maybe combine some frames or cut some stuff that we can cut? Also, if time is not available, simply keep it black and white/tones of blue and orange (with a dash of maybe red, green and yellow (I.e. a few simple colours)).

Also, we’re not doing an options screen, as we have no options. Only option would be sound on/off, which we do by adding a small button in the bottom of the screen or something, where you can turn the sounds off, similar to most browser games. For the instructions, anything in parentheses would obviously not actually show up. And also, the following are just suggestions.

Intro:

1. Purely text. “Drake, the most eligible bachelor duck in town, has been clubbing it out in his favourite underground club. After several hours on the dance floor, he calls it a night and heads home.”

2. Drake emerging from night club.

3. Devastated town.

4. Drake’s shocked

5. A Creeper zombie appears in front of him.

6. Freak out mode.

7. Horde of zombies appears from the back.

8. Drake runs.

Level 1 – Run to Puzzle:

1. Dead end (Trees, park and fences).

2. Building crashes down behind him, “phew”.

Level 1 to Level 2:

1. Looks around, apparently safe.

2. Out from a bush comes a Sweeper zombie

3. Sweeper runs into a tree.

4. Horde of zombies break through the fence

5. Drake runs

Level 2 – Run to Puzzle:

1. The rubber duck factory is before Drake, but it’s closed.

2. Drake spies a switch on the ground.

3. A huge tree smashes down behind Drake, blocking off the zombies.

Level 2 to Level 3:

1. Drake is inside a massive factory. Rubber ducks on conveyor belts in the background.

2. He walks a bit inwards, eyes staring at him from the dark.

3. A leaper zombie jumps him, but just misses.

4. A horde of zombies emerge behind him and Drake runs.

Level 3 – Run to Puzzle:

1. A solid looking door crashes down behind Drake

2. Drake sees a room with some levers, a huge Cog and some pistons.

Game End:

1. Drake emerges on the roof and sees the helicopter.

2. He is in the helicopter.

3. Drake cackles manically as he flies of in the distance.

4. A zombie with a moustache and a duck-beak is seen in the back seat behind Drake, the same duck whose picture can be seen at the end of the factory level (it’s Drakes dad)…

5. The End?

Screens:

OK, this is merely an idea on what should potentially be in the different screens. Give some ideas and pointers on layout and how they should look please.

Start Menu:

Should have the logo/title at the top and perhaps a background picture of Drake running from zombies?

· PLAY

· INSTRUCTIONS

· CREDITS

It would be cool if the clickable words are in some sort of cool font, like something related to ducks and zombies.

Instructions:

A couple of pages, navigated by “Back” & “Next” buttons.

1. Goal: Drake, the playable character, needs to get to the helicopter atop the Rubber Duck factory owned by his father.

Each level is split into two; a running phase and a jumping phase. In the running phase, Drake is running at a set pace, and you can only perform a ‘Jump’, ‘Double Jump’ or a ‘Slide’. Avoid zombies and obstacles at all costs, as these will push Drake closer to the zombie horde that is on his heels. Oh, and please do avoid falling into flames, electrified floors and things that generally look nasty, if you have Drakes well being in interest.

The puzzle phase gives you full control of you Drake, and under pressure of time, you need to get through the puzzle area.

2. Controls: (Potentially draw out this, so you show the keys W and then just write what they do?) A S D

· Jump – ‘W’

· Double Jump – ‘W’x2

· Slide – ‘S’

· Move Left – ‘A’

· Move Right – ‘D’

· Activate – ‘E’

3. NPC Types:

· Creeper: Basic zombie. Moves slowly between obstacles. If Drake hits one, it hurts him and slows him down. Jump over to avoid.

· Sweeper: Huge zombie. Moves at a high speed from right to left. Double jump to avoid. If Drake hits one, it hurts him and slows him down.

· Leaper: Does not run, but instead can only jump. If Drake hits one, it hurts him and slows him down. Slide under OR jump over.

4. Power-Ups:

While they may be a bit out of the way to obtain, a power-up can be critical to survival, either before or after a particularly hard area.

· Speed-Up: Moves Drake forward, and further away from the ever advancing zombie horde.

· Invincibility: Drake picks up a riot-shield and blocks and smashes off any zombies that might hit him.

· Slow Time: Time slows down, giving you more time to react to obstacles.

Game Over:

Perhaps a cute-ish/funny (I.e. not to graphically nasty) picture of zombies nom-nom’ing on Drakes head? “Unable to escape the ferociously slow and dim-witted horde of zombies, Drake is left at their mercy, which unfortunately is non-existent… GAME OVER!”

Win:

If going with the ending where Drakes now-zombie father is in the helicopter, perhaps a picture of Drake screaming, as the zombie attacks him in the helicopter? If dropping that ending, and simply going for a happy “he escaped” one, show Drake flying off, zombies grasping at the helicopter in vain.

“Having finally escaped the zombies and made his way to the helicopter, Drake sighs in relief, as he flies alone, off into the night… Or maybe not alone?” or “And so, our hero Drake has safely fled the zombie infested town, and is onwards to new adventures only a duck could foresee.” (Yeah, feel free to change these…)

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