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| Created at |
December 07, 2009 |
| Created by |
Matti Delahay
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| Deadline |
Not set |
| Shots given |
13
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| Wreckupations |
Writer
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| Reference media |
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Thumbs ranking
We want to make the gameworld feel alive and full of interesting activity, memorable scenarios and surprising events. For these purposes, well-designed and implemented scripted events can really work wonders. A scripted event can be any event or scene that unfolds when certain conditions are met (preferably when the player is there to witness it). The event itself can be anything from simple everyday events (two guards chatting to each other when the player "happens to be nearby") to more unusual/complex scenes (a generator malfunction causes a level to lose all power OR a bunch of elite SS-troopers ambush a player that has caused a lot of ruckus).
Most basic trigger (= beginning condition) of a scripted event is the player approaching a character or entering a new location or as a result of a player action or dialogue option. For more complex triggers, the game can also perform checks on character skills, inventory, clothes worn, achievements, level of alert in the base and so on.
You can refer to this basic checklist while planning your scenes:
1) Where and when can the event take place?
2) Other limitations/requirements?
3) What triggers the event?
4) Brief description of the event.
5) Any additional information.
At Storehouse, or at Bar the PC notices an argument of a soldier with the barkeep/quartermaster. The soldier wants to get either some real beer or real vodka for a change. Not that strange khelp-based swill (Gesöff) they serve around here. The other refuses to hand it out, because of 'strict rationing'. The Soldier then curses, and scuffles away.
The PC can catch up to him, and if he engages in a conversation, the soldier will ask him to help out.
PC can either steal or buy/bribe the real stuff at the storehouse, bar, medical, or food-facility, crates of vodka at the dry-docks (finnish labels) or he can get some alternate substance like turpentine. The 'dry' soldier will not know the difference, and will die. If you do give him the real stuff, he will get drunk, and you can get some information out of him. Also, if you give him enough, he will start to wander about aimlessly, staggering about, and burst into song.
He will hit on members of the opposite (or same) sex, then belch loudly, or mumble something unintelligible, and move on. He will bump into columns, or trashcans, and pardon himself "'tschuldigung", and eventually topple over, and fall asleep, snoring loudly.
The PC can opt to give alcohol to certain key NPCs instead, and watch the effects, however not everyone should be affected by this.
Allright, I had a sort-of an epiphany one day about a whole concept for a level and had pretty big plans on scripting it etc., but unfortunately I didn't put it all down that instant and most of it is now gone. However, I'm gonna post what I still remember and hope that'll at least give a little inspiration.
The following takes place in the crew quarters level of the game (or something similar):
The concept of the level could be split like this:
Action Dude - During the night - Kill/detain/avoid all the nazis on the level and procure keys(or whatever) to move on through the security door blocking your way.
Stealther - During the night - Introduce a nerve gas/toxin to the ventilation system to clear out the area of hostiles (or possibly just a part of the base)
Spy - During the day - Procure a way to pass through the security door, whatever means necessary and find out where (Information X) is stored
The whole playing area is a sort of a wing of the whole base at least in my mind. The map has 5 key "rooms" or areas to search through and several connecting sections between them, making for a fairly free-to-roam area with minimal wasted space, due to the nazis being very efficient that way.
The entrance to the area is equipped with a security checkpoint for the bigger weaponry of the men (so they don't start fighting in the dormitories and there is no chance of some idealist starting an uprising or whatever). However they are allowed personal knives, and basically any weaponry that isn't a projectile weapon. This first area also houses the entrance to the crew quarters (which can be manned and defended) and a storage for goods that are being transported around the base.
Next come the sleeping quarters, very basic military style bunks and cabinets for you personal belongings. Very tightly set so as to have space for enough men.
The sleeping quarters are combined with a square corridor, in the middle of which is the showering room. The showering room has 2 entrances and is otherwise an Auschwitz-style shower, with ceramic tiles and a line of showers for mass use.
Through the corridor you can also get to the lavatory (a bit too big in the map maybe), which is basically just a big waste-disposal unit.
Then on the last corner of the corridor you have your rec room with a few punching bags and maybe a single weight-lifting rack. This same room is also used for maintenance of your gear and possible group exercises etc.
Through the maintenance room you get to the boiler-room with ventilation controls and access. (Also a bit too big in the map perhaps)
The storyline for action dude is fairly straightforward. The guards are aware that he shouldn't be there. The weapons are behind lockdown at the security checkpoint if an alert hasn't been called, otherwise the weapons are being unloaded to the troops and if the player comes too close to the door which is providing the soldiers with the weapons, a scripted event will cause the armory officer to secure the door shut tight, so the PC cannot enter further into the base. Regardless of the alarm the security officer will have shut down the door for the night, only the amount of armed enemies is a variable here. The player then has to clear out the areas looking for the key or passcard to get along with the mission, with all the other doors openable except the door to the maintenance with the boiler and vents. The alarm can depend on the facts of a) is the forward "bunker" of the sleeping areas manned and firing and b) the hero has to get more keys from dead enemies to proceed further into the area, because the doors are locked.
Also, if the alarm has been set off, the area will have less enemies (most of them have gone off to search for the PC in other area) but they will be more threatening (have weapons and expect him). When it is not set off, most of the soldiers will be sleeping soundly and can be avoided completely (unless he starts shooting at random). If he does wake them up, they'll all be pretty easy targets with only melee weaponry or fists, but can still hurt the PC with sheer overwhelming numbers.
There isn't much going on on this level except excessive amounts of violence if the alarm has been set. The passcard or key can be found from a higher ranking soldier hunkered down in the rec room with a couple buddies defending him. The areas should have lots of cover and lots of nooks and crannies for the soldiers to lean in and out of and since the area is circular, the enemies should try to outflank the hero by attacking his rear once he enters into the sleeping quarters and further in.
If the alarm hasn't been set, the PC should read from the locked door something along the lines of "If you want to go through after lockdown, speak with Heidecker" and then the PC should search the lockers for that name. Of course Heideckers belongings would not be where they're supposed to be, but instead his locker would be in the maintenance area for repairs or something. There could be a couple of late shower-users coming out of the showering-area once the PC enters the room, so he could hear humming and see the door open (some light shining into the room from the shower area) and thus have to stay back while the single soldier (or couple soldiers) makes his way to his bed. If he is through to the corridor, he could encounter a soldier coming back from taking a piss with only his sleeping undies on. The sleepy soldier could either be avoided or stealthily choked and killed. The locker would be in the maintenance room and once the key was procured, the PC could get back through to the door without any additional incidents.
Now, as for the stealthers storyline. Pretty much the same as with the non-alarm action dude, except for the fact that he would also have to get the janitor-key for the maintenance door from the other sleeping quarters and he would have to carry the poison and a gasmask with him. You could also maybe alter the routes of the soldiers a little bit to change the playing experience. Thus you could script two more things in here. Firstly, once he opens the janitor-closet (just some unfortunate soldier with maintenance duty) it could trigger a small noise and wake up one soldier from the other side of the room. Thus the PC would have to close the closet and get out of there before the soldier gets too close and sees him.
Once he has set the poison into the ventilation (of course the poison is silent and won't wake the soldiers up, thus making them sleep forever) and geared himself up with the key and the gas mask, the PC makes a run for it before anyone catches him. With a three minute timer before the base's internal systems (located in the armory) spot the contaminants in the air, the PC must quietly make his way to the armory to turn off the alarm.
The Spy hasn't gotten a lot of love in this version, since I pretty much forgot all the key elements I had with him, but still, this area would be all about conversations with the soldiers and their reactions to you depending on your rank etc. You could blow your cover if you were stupid enough with your choices (game over, man, game over), but also there can be hidden bits of info if you're extra special careful with the dialogue options. All the doors would of course be open to the spy, except the armory, since he wouldn't have clearance to go on further or whatever. So you could get clearance somehow or you could just get the key from Heidecker somehow and that would trigger an event for you to wait until night to start the "final operation" behind that door, at which point your cover would be unnecessary anyway (you had no business to go in there, I mean).
If you get any ideas, any at all, please give it a shot. I'm especially keen on hearing any ideas for the dialogues of the spy.
MajorD
January 09, 2010 21:40
5 Thumb-ups
As suggested, one ending can be naval bombardment, I'm going to run wild with this idea.
The US introduced the Nuclear Mark 23, a 1,900 lbs 16" round for the Iowa class battleship, and at 1,900 lbs the round would have a range of 41,622 yards and a time of flight of about a minute and a half.
http://www.navweaps.com/Weapons/WNUS_16-50_mk7.htm
Development started in 1952 and the first shell was delivered in 1956.
http://www.worldaffairsboard.com/battleships-forum/41871-largest-iowa-ammo-load.html#post443736
The delivery into stock is matched by the below link, which also lists the yield of the Mk 23 Katie to be ~18 Kt.
http://www.johnstonsarchive.net/nuclear/wrjp159u.html
But, what if prototyping had started the moment the first nuke from the Manhattan project was successfully tested? This would give the program a longer gestation period and wouldn't be too off the wall with a '47 introduction as a prototype. It's not so bad because the Atomic Anne nuclear artillery was fielded in 1953.
http://en.wikipedia.org/wiki/M65_Atomic_Cannon
Over all, the timing isn't pushed forward too hard, and the added length of the Mark 23 project can be explained as the project being even more complex than most people know. So complex, that any early success was more by luck than design. All we need now is why an Iowa is firing nukes at Antarctica.
You beat the game, but you don't do it in the ideal way; nazis launch a small fleet of saucers to the moon as a second or third supply wave. Four battleships (BB 61, 62, 63, 64) arrive on the scene by the end, but the Iowa class doesn't have AA rounds for its main guns, its normal HE and AP rounds are too inaccurate to hit flying objects with reasonable success, and its AA guns don't have the range. They have to try shooting the saucers down anyway, so they all open fire on the base, in the hope of hitting craft still on the ground and making some lucky aerial hits. Except, one battleship, Iowa, has an experimental gun launched nuke, permission was given for its use before the mission even began to the admiral in charge.
Firing stops on all the ships just before the nuke is fired and for a minute and a half you try your best to get as deep underground as possible, or perhaps you remember a bunker, or secret escape sub in a secret underground river that leads out under the ice. If you don't make it you die, that's the end, if you do find a way to survive, then the end happens later. Either way, the player gets to see the nuke go off and vaporize almost all of the airborne saucers, and all of the saucers still taking off.
The PC is traveling in the dock-area.
He notices increased security activity and chooses to avoid it by ducking into the maintenance crawlspaces. These run parallell to the main walkways, left or right, partially sunk into wall & ground (like a large gutter). Sometimes they run under the walkway, with metal grating above, cross over, run through a wall, etc. They vary in size, being usually tall enough to duckwalk, but sometimes you have to crawl or even wriggle. Depending on what is passed through these crawlspaces. (mainly pipes leading to sewer, and steam-pipes) On this path he can navigate under, and past most of the security, (quietly) but it proves to be a detour.
He soon finds himself in a darker empty part of the tunnels, when he hears some hushed voices. Sneaking around a bend, he sees flashlights in a distance. Some Techs are working on one of the drainage pipes. It is a big pipe, about 1.5m diameter, there is a big crack running down its side, with seawater seeping out.
Tech1: "Na, Meier. Ich sagte doch wir finden das Leck!"
They seem to have just arrived themselves, and set down their toolboxes.
Tech2: "Sieh Dir das an, Krause! All diese Ablagerungen, und dieser ekelige Schleim... Igitt!"
Tech1: "Das werden wir erst befreien müssen, dann sehen wir weiter..."
They pack out some tools, and start chipping away at the encrusted crack, preparing it for a patch-job. The PC can hear a rumble going through the pipe. And see it vibrating briefly.
The Techs pause, startled...
Tech1 (Krause): "Nanu? Wir haben doch den Druck abgelassen..."
Tech2 (Meier): "Sei nicht so schreckhaft. Siehst Du? Es war nichts."
They continue to chip away. A certain spot seems to give them some difficulty, and as they try to leverage the gunk out of the way, there is a snap, and a large part of the pipe breaks away. The pipe shudders briefly.
Meier: "Da! Jetzt haben wir den Salat! Was mußt Du auch immer so grob mit den Werkstücken umgehen?!"
Krause: "Aber das war ich doch nicht! Ich schwöre, ich hab das nur ganz leicht angehoben!"
Meier: "Ist ja schon gut! Wir müssen das so, oder so reparieren!"
Krause grumbles something, and turns towards his toolbox to mix the patch-components. Meier continues to chip away at what now is a roughly 70cm by 120cm gash in the side of the pipe.
If the PC passes his spot-check he notices some movement in the gash.
Meier: "Was!? Hör auf mit den Späßen!"
Krause (turns around): "Hä? Was denn?"
Meier glares at Krause, then continues to chip. Krause shrugs, then turns, mixes. The PC notices, in the shadows, a sinuous movement come out of the gash, that seems to be feeling its way around the opening.
Something wet brushes Meier's ear.
Meier: "Krause! Nicht schon wieder! Ich habe Dir doch schon letztes mal gesagt, daß ich nicht interessiert bin!"
(swats at the disturbance) "Noch einmal, und ich werde das dem Abteilungsvorstand melden müssen!"
In a flurry of movement Meier is grabbed by something, and pushed to the side. Just as Krause notices something is wrong, he too is grabbed by some unseen force (it's dark), and smashed against the low ceiling. As Krause drops his flashlight the PC can see a sea of tentacles writhing out of the gash. The flashlight hits the ground and shatters.
Leaving Meier's light, lying facedown in a puddle, as the only remaining lightsource.
The Technicians are alternetly gurgling, and screaming, as a squishy sound flops down to the floor.
The Technician's noises stop just as a large yellow eye appears mirrored in the small illuminated patch of puddle.
Meier's flashlight shorts out, and the crawlspace is plunged into darkness...
Kris S.
December 07, 2009 16:49
5 Thumb-ups
1) Where and when: anywhere and any time that there are guards on duty but not being supervised by officers.
2) Limitations: The two guards are on their own, there are no other guards nearby.
3) Trigger: The player is close enough to see/hear what the guards are doing.
4) Description: Two guards are having a game of cards or dice or whatever, and they are laying bigger and bigger bets on it. Eventually the bet gets so large that they decide to just go ahead and see who has won. The winner celebrates, the loser claims the other guard cheated, and they end up having a long argument.
5) Notes: If the player interrupts the guards before the actual dice throw or card lay, the guards stop the gambling and concentrate on capturing/attacking the player. However, if the player is clever and waits for the moment where the guards are throwing the dice or laying down the cards, then the player can sneak past them undetected because the guards are concentrating so hard on the dice/cards. If the player waits until the argument, there's a 50/50 chance the guards will notice the player.
Here something more suited to this task:
The PC sneaks to an open door.
If he passes his sneak-check, the guard posted next to the door doesn't notice him. The guard actually seems more interested in the experiment, and when he hears the whine of some machinery, abandons his post to watch the proceedings.
-This may be an opportunity to sneak past further, and complete some important mission. Or the PC can stay and watch the unfolding events, and risk detection. Maybe there is a countdown timer, and the PC has to hurry...
A Nazi scientist and a Technician are in the room, a lab, testing an anti-gravity device.
The Scientist is young, skinny, has black unkempt hair, and is wearing some sort of red-lensed monocle (very steam-punk) with cables running to a large electro-mechanic computer.
He is flicking several other lenses over his monocle, and taking notes on a clipboard.
The Tech is older, taller, fat, bald-headed, and operates the power-relays.
He switches a couple of levers, and you can see some vacuum-bulbs flare up as the power is built up.
As the anti-gravity torus spins up he takes a couple of steps towards it and watches it dumbfounded.
The torus is made of a semi-translucent material, wrapped tightly in wire coils. As it spins up you can see some sort of liquid metal coat the inner surface, start glowing sickly-purple, and after accelerating -turn to plasma.
At this point a gravity-defying movement of loose screws, dust, and trash towards the equator of the torus (within the confines of the field -clearly marked with yellow lines on the floor) can be witnessed.
(all spoken in strained voices, as if constipated)
Tech: "Ist ja unglaublich, sieh dir das an!"
Scientist (fidgeting with his monocle): "Die Gegenkraft steigt weiter... Jetzt beträgt sie schon sieben- nein acht tausend. Wahnsinn!"
Guard (in an astonished tone): "Gaaah!"
Tech: "Was zeigt die Anzeige für einen Kraftpegel?"
Scientist (looks amazed. Then while removing, and crushing the monocle with one of his hands, yells): "ES IST ÜBER NEUN TAAAAUSEND!!!"
Tech: "WAS?! Neun Tausend?! Das ist unmöglich! Das KANN nicht sein!"
At this point the plasma in the torus gets some funky colors, the coils spark, several vacuum-bulbs implode, and the Tech rushes over to the relays to shut it off. The Scientist rushes to the electro-mechanical computer, to seperate it from the circuit, and drops the crushed monocle.
The guard giggles, mumbles something in a gruff tone, and resumes his duty outside the door.
1) Where and when can the event take place?
Anywhere in the base, where/when the hero gets within a defined range (x meters, to be chosen by the production) from SS-Schütze Reinhard Brandt and/or his dogs. Or possibly in the room next to the room where Brandt is at the moment. (I suppose he would have a round route which he would follow with his dogs, this could be timed and repetitive... something for the PC to "change" in a way or another so to be able to get to a specific place otherwise unreachable)
2) Other limitations/requirements?
The hero needs to be carrying some bratwurst sausage or other similar meat-product in his bag. The main idea is - Brandt and the dogs will have a "detection range" which is increased if the hero carries some food appealing to the dogs with him.
3) What triggers the event?
Obviously, when the hero gets within the increased "smell range" of the dogs...
4) Brief description of the event.
Alright... so our hero is walking in the base when all of a sudden he gets within nose-range of Brandt's dogs. Which will be bigger or smaller depending on items in his inventory.
To start with, he will hear the SS mutter to his beloved animals in the next room and ask them what is going on. There could be a number of different sentences to be picked amongst randomly, to make the scene more realistic when it happens again. Things of the "What's up, boys?" or "What do you say, there's someone in there?" kind. While writing for Brandt (possibly in German) please remember he sees the dogs as brothers more than pets. Also his sentences should be as short as possible. He is a very straight-to-the-point man.
From this point there could be a number of options:
If the hero stays where he is or goes forward to meet the guard: If he is not wearing a nazi uniform disguise, he will be attacked. Else, he may be saluted/confronted/questioned depending on the rank he is wearing. There should/could be a chance to simply get away, or to get away somehow befriending the SS and the dogs by offering the meat.
If the hero walks to safe distance immediately: Brandt will chase briefly but not reach the hero, always staying at least one room behind. He'll tell the dogs to get quiet, or some officer may complain. "It was just someone walking by." One other of the random sentences he could mention (and which obviously should be possible for the hero to overhear from the next room) could mention the specific food the hero is carrying so to give a hint to the player as to what is happening. "Hmm... I so much wish I could have a smoked bratwurst right now..."
If the hero walks to another room but only after some time, and does not keep fleeing: Brandt catches up and the first scenario applies.
5) Any additional information.
I think it's pretty straightforward as it is. ;)
Not sure this is the right place to post this, as it is both about game mechanics and about NPCs. Anyway... as I wrote a little "event" in the other shot I could not help thinking it would be nice if there could be "friendship/trust points" to be scored with some NPC characters by the hero in disguise that would open up new possibilities to open up for as alternative solutions to a puzzle.
Example: Very simply, if the hero is a regular soldier who met and fed SS Brandt's dogs 2 times, he could at a certain point be trusted to watch a door while Brandt goes to the toilet. On the other hand, if the player is an officer and/or keeps bumping into Brandt too often (even when offering meet), and/or never give anything, this could make the NPC "suspicious" (earn negative trust points) and make getting to the door more difficult...
Earning a pre-defined number of negative trust points with a NPC could cause the NPC to attack the hero even if this was in disguise... this number of points could be variable depending on the nature of the NPC (smarter/more suspicious) and the rank of the uniform the disguised hero is wearing (too high rank could be very suspicious rather than helpful, an engineer suit or lowly soldier uniform could make it easier to befriend soldiers and simple engineers, etc...)
1) In a corner of a dark hallway. Possibly in a part of the base that has been mothballed due to most of the people being on the moon.
2) The lights are either all out due to sabotage (to the generator/cables etc.),
or mostly out, with a flickering bulb due to lack of maintenance.
3) This only comes up if the PC is NOT sneaking ;-)
If sabotage is not involved: This comes up if the PC is not sneaking and wearing at minimum a Nazi Jacket or Hat.
4) A guard is posted in a corner overlooking a hallway (either in a bend, or an alcove).
He seems bored with his duty, and is trying to light a cigarette.
Upon noticing the PC, he asks him for a light in a friendly tone. "Ey, haben Sie Feuer?"
- The PC can light his cigarette (the guard might recognize him with the extra light)
- The PC might give him a lighter and walk past
(the guard thanks him jovially) "Danke, mein Freund!"
He may say "Wollen Sie den nicht zurück?" (don't you want it back?)
and "Schätze ich behalte ihn... Danke!" (think I'll keep this... thanks!)
- If the PC does not have a lighter he could shake his head, or try to mumble something (or speak german if he is able, e.g. has a dictionary or is trained)
Depending on the lighting, or response the guard will either be sad, or get suspicious...
5) Note: the guard actually expected the lights to go out eventually, so he may not notice sabotage ;-)
The PC enters a small maintenance-hangar.
There are various vehicles stored here, some on jacks, some cannibalized.
Chains of manual hoists are hanging from the ceiling, heavy-duty shelves
lign the wall with various parts, and partially assembled components stored in an orderly and professional manner. Though kept clean, the floors are stained and gouged from thorough use.
Some large component is suspended from a hoist, seeping viscous fluid,
disconnected lines dangling. It is cordoned off with engineering-tape
tied to 'Achtung'-signs. Sand is spread on the floor to catch any fluid.
There are two Technicians working on it.
Tech1 is standing beneath it, a small trolley with a toolbox and some
rags next to him. He is rumaging through a jumble of hoses, grumbling
whenever the slippery lines pop back into place to block his view.
He finally seems to find what he is looking for, and triumphantly attempts
to us the wrench he had in his pocket.
Noticing that it won't fit, he curses profusely, and blindly reaches towards
the open toolbox behind him. His slippery hand fails to grab the right tool,
and in his exasperation he knocks the toolbox down with a loud crash.
More profuse cursing.
Sheepishly he calls out to Tech2 (who is holding a tag-line to secure
the hoist) "Ey, Schröder! Reichst Du mir mal den Neuner-Schlüssel?"
Tech2 looks left& right, then ties the tag-line to a maintenance-stand, and
complies. He assists Tech1 closely.
Both Technicians are now positioned under a very heavy component.
The PC can choose to sneak around various equipment to get to the
maintenance-stand, and untie the tag-line.
Which would result in two less Nazis in the world...
-Could also be a distraction, as it will cause quite a ruckus...
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Comments
As to involving an uninhibited Dr. Engel... ROTFLMAO. XD
*smiles* Always nice to see the glorious Mondbräu beer being mentioned! 8)
A good point, we'll just have to consider which characters are willing to accept the alcohol - Engel is rather enthusiastic with her research so it might take some persuasion to draw her away from it. :)
This might be a good way of showing a different view of some of the characters from the NPC-Task. How does Dr. Engel act when she looses all inhibitions?
This is a great idea, I'll make a plot document out of it today. Keep up the good work, nice to see activity in the plots & scripted events tasks too. :)
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