Thursday, 1 November 2012

The Demo scenario and the general flow of the game

This is a basic flow chart of how the demo for our game will pan out. This will later be much more fleshed out and scripted. We just needed to know some integral parts that we hadn't initally considered, like the demos scenario for instance. In this we have fully planned out every game mechanic tutorial and also how the party joins together.

 

Flow chart

 

Starts with a scene of the latest abduction of children, which then skips to the pair of detectives reaching 'Braithemount', upon hearing rumours of children disappearances, and will o' wisps being the casue

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(Male)Eli tells (Female) Coste about the lead and to go see the missing child's parents

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She comes across some of the few children that are still okay, this will introduce the player into the bluffing system for them to find a lead on the case.

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When done correctly, the player will get a lead of the children seeing their friends going off to the graveyard late at night.

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Lead. Seek out the graveyard, only to find that the gates are locked.

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Coste doesn't see that as much of an issue and decides to scale the gate to go over it.

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She is stopped by the priest who catches her in the act.

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Talk to the priest, who mentions that the grave keeper keeps the gates locked a lot of the time. -(This is a red herring, but the player will not know this. The implication towards the grave keeper, however brings him in as a suspect.)

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Skips to the pub, the location of Eli (Male), he is talking to the pub owner and the others at the bar, one being the grave keeper. A fight breaks out over him correcting a double negative comment made by a thug who is egging on the prince(Eli obviously does not know who he is at this point)

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Queue tutorial fight. Prince flees just before the fight.

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Coste (female) comes in afterwards, who brushes off the scene as if it were normal. She informs him of what she had learned. The grave keeper being suspect

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Eli disproves the red herring as he points towards a pile of beaten men, said grave keeper being one of them. This brings them back a step and decides to give the graveyard a firsthand sweep along with the church itself as it is right next to it.

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As the two leave they spot the princes guard, Astra, who seems to be in a panic rushing through the village.

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They reach the church, it too is locked up.

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They give it a rest and decide to carry on tomorrow, the party go to the inn.

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During the night another child is missing, possibly one of the ones that they were talking to the day before.

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The duo talks about asking around over the priest, this is where the players information gathering comes into play, simply asking around the villagers over last night's events. A lot of mention over the church and graveyard.

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The prince overhears the conversation, as in intentionally. He zooms off to the scene with the intention of help, followed by the guard- who is trying to stop the prince from such 'tomfoolery' .

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Detectives now see this as a race, to stop civilians from butting into their work.

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Player races over to the church.

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The detectives reach the location a little later than the prince, but the main door is locked and neither of the two would consider breaking in.

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They, however are fine with this. The player works around the prince and guard, while avoiding getting to close to them; find another way in.

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Find a smaller side door, Coste boots down the door. The player is given a small opportunity to look around the room before the other two find their way in.

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The two pairs meet and reluctantly on nearly everyone's but the princes end, they team up.

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More examination of the room. The player will come across the door to the priests room.

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The door is locked in a peculiar fashion, Introduction to the puzzle tutorial.

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Upon achieving the puzzle the door unlocks, the player must find clues about the priest. - this will lead to an explanation and flashback of the priests motives. The detectives next clue leading them to the graveyard, that the children are being kept somewhere in there.

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Reaching the graveyard, the detectives warn the party of the hostiles about. -Basically that random battles will occur in this location.

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Examine the area, no one appears to be there. Checking the crypt, the player will find that it leads somewhere.

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This triggers a confrontation- in the form of a mid-boss, blocking their way.

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After defeating the boss, the player will come across a small dungeon to go through. Random battles will still be in effect here.

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The characters discover the children, the detectives block the prince and guard from leaping to their aid before quietly motioning to them. The children appear to be possessed. Detectives reach the conclusion that if the children spot them, that couldn't possibly work in their favour.

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Avoid the children while traversing the crypt.

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Reaching the end, they meet the priest, who is actually possessed by a malignant spirit with the control over will o' wisps. The spirit took a hold of the priest after the death of his daughter, using his grief to make him believe that the spirits ability was a gift.

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BOSS FIGHT

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The party resolves the case, bringing the children back, without mention of the culprit.

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The detectives make their leave, stopped by the prince who wishes to tag along. Astra (The guard) Steps them aside and asks them to help her take the prince back home. By doing so they will be rewarded.

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And since the two wouldn't turn down the opportunity for easy money they accept the offer. They officially become a party of four.

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End demo.

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