Monday 30 September 2013

Interview - Fleshing Out A Storyboard

I have decided to do my interview on a good friend of mine who sadly passed away a few years ago.

His name is Ricky Manson Neill; known to all as Rick.

Starting with an introduction to Rick and his family through a series of photos,
To the incident itself; images / news footage of the house fire.


I intend to move past this as quick as possible without cutting information,
onto the interviews of Rick's family and friends.

I will ask a series of questions aimed to uncover each of the individually perceived versions of Rick, in an effort to paint an image of him as a whole.

I want to use the B-Roll as suitable, based on topics covered within interviews (so dependent on their content). This will have to be shot after the interviews themselves.

I will however have shots of Paritutu Rock and Rick's memorial stone.

I will ask each question; and collage the responses appropriately. Taking the most interesting responses and cutting/splicing them together. This will be the most efficient way of asking the same question to different people again and again.

The questions are (at this stage):

Who was Rick to you?
How would you describe Rick?
How did Rick spend his time?
What's your fondest memory of Rick?
What wisdom has Rick imparted on you, in his time with us?
What sort of shenanigans did you get up to with Rick?
What's the funniest or strangest thing you can remember doing or saying?
What role does Rick play in your life now?
If you could say one more thing to Rick, what would it be?

I would like to interview:

Deb - Rick's Mother
Tamara - Rick's Sister
Shannon - Rick's Sister
Sefton - Rick's Sister
Shelley - Rick's Other Mother
Jed - Family Friend
Nick - Family Friend
Vicki - Rick's Other Other Mother
Bronson - Family Friend
Liam - Ex-Flatmate
Nick - Ex-Flatmate

and anyone else willing to portray their impression of Rick.

Sunday 29 September 2013

As It Stands Now: PLAYABLE DEMO

Our working demo has been updated over the weekend. We now have the bio-dome and the observation deck incorporated. We still need to generate a list of examinable objects / comments based on these for Charlie to say when faced with traces of previous clones.

As It Stands Now: REQUIRED ASSETS / REMAINING TASKS

ART ASSETS (Tyson and Adrian):


  • general

    • lights
    • vents
    • wall decorations
    • floor/ceiling decorations
    • broken ladders (various)
    • hanging wires
    • ladder
    • signs

  • biodome

    • trees
    • grass
    • flowers
    • birds?

  • kitchen

    • shelves
    • benches
    • electric stove?

  • dining room

    • chairs
    • tables

  • monitor room

    • computer chair
    • computer screen
    • control consoles

  • biolab stuff

    • tables
    • flasks
    • lab equipment
    • machine things

  • medical

    • some same things as the biolab
    • examination bed

  • hanger

    • Moon rover
    • crane?

  • engineering

    • work bench
    • tools
    • machinery

  • puzzle stuff

    • power conduit (to turn on rooms)
    • charge station (to recharge light)
    • force field
    • elevators
    • directional fan
    • oil (slippery floor)

    SOUND ASSETS (Myself):


    • general
      • music
        • moonbase, moon surface (universe hum), next clone (med lab), underground / tunnels, offices / terminals, tutorial
        • ambient, creepy, background soundscape sort-of Tron-like (reduced beat)
      • running/walking
        • air thrust ?
        • metallic footsteps ?
        • dirt crunching underfoot ?
      • doors
        • open/close
        • airlock sounds
        • locked/error
      • buttons/levers
        • use: click/shuck
        • timer: tick/creak or a generic beep?
      • lights
        • on/off ?
      • vents
        • opening/closing ?
        • crawling through?
      • ladder
        • climbing up/down ?
    • biodome
      • plants
        • moving/”swishing”
      • birds ?
    • kitchen
      • shelves/cupboards
        • rummaging through ?
      • electric stove
        • turning on/off ?
    • dining room
      • chairs
        • sliding on the lino ?
    • monitor room
      • control consoles
        • typing ?
    • biolab stuff
      • lab equipment
        • bubbling etc ?
      • machine things
        • whirring, grinding, clanging ?
    • medical
      • medical equipment
        • heart-rate beep ?
    • hanger
      • Moon rover
        • engine ? maybe electric - silent
        • tyres crunching ? or are we going with the idea that we can’t hear outside?
      • crane ?
      • shuttle ?
      • processing ? (He3 transfer from rover to storage / packaging)
    • outside the moonbase
      • rocks
      • cave-in / collapse
    • engineering
      • work bench
        • fixing noises?
      • tools
        • tools being used? wrenches? crowbar? Drills? hammer?
      • machinery
        • ambient pistons?, gas pipes ? etc


    PUZZLE DESIGNS (Corey + group):

    A variety of puzzles to begin matching with the storyline. We will all play a part in this section, as well as the actual building of the game, play-testing and debugging.

    As It Stands Now: PUZZLE IDEAS


    Lever puzzle - Simple puzzle where you need to pull the levers or push the buttons in the right order to override a door.

    Ledge Jumping in Low Gravity - Hatch door handle may have blown off up into the air. Jump from ledge to ledge to retrieve it to open up the door. Jumping on top of machines and vents.

    Little bit of a more intricate one… charlie needs to fix a crushing machine up in the base, but you can’t until you find the wrench down in the lower base where the previous clone rammed a wrench through a machine. Almost pointless, but oh well.

    Electric wire - There is a wire on the fritz shooting out electricity, blocking your path. You have to find the manual override. Possibly two options. Follow the wire to find the power box to switch it off. Or if you have found some wire cutters previously, snip the wire. But with this one the consequence is you get shocked and lose (almost) all power to your suit.

    Charlie needs to get to the other side of a room full of non working machines. Once reached the other side and turned the switch on, all the machinery moves or starts moving so the way back is harder to navigate.

    Path is nowhere to be seen. By exploring and interacting with consoles, objects of some sort come down from above to produce a stairway. (cogs, pistons, etc..).

    Ledge jumping - Where you need to jump keeps being hit by electricity/moving piston. Therefore requiring timing or you get hit and pushed back down to the start.

    Optional Alternate Route: Use vents to access an area behind a locked door rather than using upgraded clearance. Requires tool for vent access (could be a specific 7 pointed star screwdriver or something (as in vents only)).

    Keycard - Need to use vents to access an area with the next level clearance keycard.

    As It Stands Now: MAIN GAMEPLAY DOCUMENT


    Core Interactions:
    • Move horizontally                                                           
    • Climb Upwards
    • Jump
      • Grab ledges
      • wall grab/jump (but only in low gravity areas)
    • Environment Interactions  (contextual, and all the same button)
      • Buttons/levers
      • Examine items
      • pick up items
      • use items
      • talk
    Puzzle/Environment Elements
    • Items
      • keys
        • key card
        • crowbar (for bypassing or hatch/vent access)
      • quest items
        • can be across many areas
    • Timers
      • sounds
      • or visible in environment
    • Tracing/Following through environment across areas
      • requires a sense of 3D space
      • Find the room next to this one
    • Obstacles
      • Electrical
      • Locked doors
      • rocks
      • timed doors
      • unpowered elevators
      • story based
      • LunaREM blocking you
    • Alternate paths
      • certain areas can be accessed in a few different ways.
      • Some paths might get blocked if a puzzle is failed too many times, so the other path MUST be taken.