Thursday, 23 December 2010

story update

right, am at home, my laptop has broken, so am doing what work I can on the PC available here, archaic though it is. basicly this is just a quick story update, the story is about 1/4 done, and more is in progress, but right now I've produced a much more detailed explanation of the introductory scenes of the level(s)

The scene opens showing soldiers marching in formation past a barracks building, a CO walking behind them shouting orders (left right, ahead straight march etc). The camera will pan, showing a full view of the installation’s buildings, as well as a sign showing the name of the base, and stating that access is restricted. After a full slow 360 degree pan the camera will re-focus on the barracks, in front of which will be stood the PC, after zooming in and through the PC, the player will gain control over their character. The player will be able to roam freely around the grounds for a short time, before the same CO who was commanding the soldiers in formation will shout at the player, asking them what the hell kind of time they think it is, and that as they’ve woken up late they must report to the sergeant for punishment detail. The NPC CO will point the way towards the office before shouting to get moving, double time.
Upon arrival in the sergeant’s office, the player will find another NPC in addition to the sergeant, this NPC will accompany and guide the player for most of the rest of the level, providing objective information and assistance (this NPC is code named Perks for now, for the sake of clarity). The sergeant will explain that both the player and Perks must report to warehouse (whatever number, based on how many buildings end up being implemented in the level, using 16 for now as a placeholder) and start transporting the barrels of compound 7 out of warehouse 16 and onto the truck waiting to ship them out to a more secure location. The sergeant will go on to explain that the player and perks have been chosen to do this because the job is incredibly dangerous, and they have both proved themselves to be expendable, but that completing this task without screwing up would be a good step towards repealing that opinion.
After saying this, the sergeant will dismiss the player and Perks, outside the office Perks will introduce himself, and tell the player to come on, before heading towards warehouse 16.
Upon entering warehouse 16 with Perks, there will be signs of decay and corruption inside, the compound 7 will be right at the back of the warehouse, but all the shelves inside will show wear and damage, some of them will have snapped or collapsed, giving the very clear impression of the poor state of affairs within this building, the player will be free to wander around inside or follow Perks straight to the back, but upon joining Perks next to the first barrel of compound 7 that needs to be transported, the player will hear an explosion and the screen will fade to black.
While still black, the screen will display the text “some time later” in white, to give an indication of a passage of time greater than what has physically passed in reality. The player will re-awaken inside a very bare and dank cell. Through the bars the player will be able to see Perks, sat on his bed with his head in his hands. Perks will, shortly after the player has re-awoken, notice this change in the player’s state of consciousness, and ask the player if they are alright. Not waiting for a response, Perks will say that there was an explosion in warehouse 16, and that is what knocked the player unconscious, but that right now that is the least of their worries. Because of the explosion, Perks will go on, both of you were exposed to compound 7 and even as he speaks, it is altering both of them at a genetic level, changing their biological make-up. Worse still, the effects of compound 7 aren’t fully understood, but that what he can gather from what the COs were saying, it is carried in the blood and potentially infectious, and that it alters the way the human body produces and utilises electrical impulses.

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