Friday, 3 August 2012

Story/Plot line Finalization. Basic break down of idea #2.

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Game starts up as a cut scene of the pilot approaching the space station in his ship.          
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Transmits Docking pass --> Hail the station --> Station doesn't respond to his request. --> Docking Pass Accepted --> Pilot continues to approach station. --> Notices that the stations defense systems are down and the hanger bay doors open. --> Lands on the station to realize that there's no one to be seen in sight. --> suddenly the hanger bay doors close behind him, locking him in. --> Hanger bay decompresses and the station's main door opens.
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CUT SCENE ENDS, GAME STARTS.
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Game proceeds to a first person point of view --> player starts on his ship (some sections of his ship may be open, allowing the player to free roam and possibly gather supplies. Maybe a torch) --> Player leaves the ship and as he's approaching the security customs, he notices a glimpse of a shadowy figure in the communications oberservation window. --> Unknown figure (NPC), moves away from the window and disappears from sight. --> Pilot makes his way towards the communication room for answers. --> Discovers that the door to the communication room is locked. This obstacle forces the player to look for a key or another route. --> (Once a key has been obtained, the player is then able to proceed to the next section.) --> Door opens and there's signs of violence but no signs of life. --> Finds a body with a recording which distresses the current situation. --> Decides it's time to leave and overrides the hanger bay doors. -->  As the player makes his way down to his ship he bumps into the shadowy figure --> NPC shows signs of aggression and charges towards the player. --> the player has nothing to defend himself with and the only option is to run to the safety of his ship. --> boards the ship, closing the door down behind him (A button will be put into place for the player to interact with, allowing him to close the door. If the player hesitates and doesn't close the door in time, the crazy will kill you. Once killed, the player will be forced to start the level from the beginning or the nearest checkpoint.) Separating himself from the crazy in time --> Attempts to start the ship but realizes that a certain part of the ship has been sabotaged, making it impossible to take off. --> player is left to figure out how to fix the ship or look for help. --> Desperately trying to escape, the player will have to search the available section of the space station to find a way off, using any means necessary. --> when the player re-enters the communication room. (an audio trigger will be placed.(research). This trigger will activate and audio from one of the terminals will start playing. --> An incoming ship hails the communication tower. After no reply from the com tower, they state that they're landing in docking bay D.

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CUT SCENE OF THE PLAYER TRYING TO WARM THE INCOMING SHIP ABOUT THE SITUATION BUT FAILS TO GET THE MESSAGE THROUGH?. 
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CUT SCENE --> PROTAGONIST DECIDES THAT THE ONLY MEANS OF ESCAPE OFF THE STATION IS TO HEAD TO DOCKING BAY D IN SEARCH FOR HELP.
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Protagonist either has the chance to kill the crazy for the key to the next section or find a tool somewhere in the level which will be used to open up a maintenance shaft, allowing the player to move into the next section of the station. (A part of the next section of the station may be implemented into the demo/level if the games not big enough. Allowing use of more interactive mechanics game play and story progress.)
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            DEMO ENDS




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