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Regroup and strategize! May 30, 2006

Posted by xdavex in Uncategorized.
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“The old guard is dead!”
“The old guard is dead!”
“The old guard is dead; I’ve seen it with my own eyes!”

So instead of paying attention in art history, i wrote up a prelimary gameplan for our totally new presentation. i quickly realized we can simply run through our demo 1st level and cover all aspects of our presentation in one continuous linear fashion. lets totally scrap the old presentation file. heres how i see it:
downloadable version

Outline

  • Introduction: Names, Cash Money, presenting The Pantaloon, our adventure game. Introduce trailer animation.
    • visual: old intro screen with title & main character detailed face.. clicking ’start’ launches trailer.
  • Trailer: lets see what we can do here. make this look as cinematic/clean as possible. overhaul?
  • What is the game: most simple terms. a side scrolling click based adventure game (ala Myst/Monkey Island/Samarost. Show these 3 examples.) based in steam punk era (describe and show examples)
  • after trailer, now show game in action. (link to a seperate html/swf… but not a new window)
    • Mechanics: Show how we’ve incorporated these influences (describe visuals & BASIC gameplay mechanics)
      • visual: start game in cell with old man… move around, dont talk to him yet
    • Story: Tell story of pantaloon. stuck in asylum, looping day structure. pants. old man. belts. escape using belts, acquired throughout game from 5 belt keepers (plus your own).
      • visual: click on old man. his text goes with story. recieve old mans belt.
    • Setting: Describe sanitarium. Layout. how things relate (ie. cell hall > main hall> elevators connect 5 floors + roof access & basement)
      • visual: walk round environment. move from cell room to cell hall to hallway.
    • Exploration: often chain of events required to solve puzzles/advance.
      • visual: see door is blocked, get wrench from ground, burst pipe, now can enter locker room and get shaving cream/razor.. (tell but dont show–>) chain continues as you use these items on seperate floors to: get mustache > gain audience with punchington > get belt > etc.
    • Mental States: show pill counters… one upper one downer. changes environment and character interaction. gibberish/coherent depending on state.
      • visual: walk back to cell hall… use Robot Orderly and Tippy Toes as examples. Robot gives hints when insane, Tippy Toes trades pills/advances game when insane.
    • Mini Games: how to get medication. challenging. distraction. user must manipulate games to their advantage. games appear at scheduled times throughout day. replay every game each day. only describe/show rorschach, but kiosk has 3 minigames to play.
      • visual: timer runs out, character dragged away, advances to Rorschach
  • Conclusion: Wrap up key points. Something like: “So in conclusion, The Pantaloon is a challenging adventure game based on classics like Myst and Monkey Island with several new innovations such as a looping day structure, minigames, and user controlled levels of sanity. Feel free to visit us at thepantaloon.com or try out the demo and several minigames at our Kiosk after the show. thank you for your time”

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