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JeremyB

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About JeremyB

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    |artist|business|designer|programmer|
  1. JeremyB

    Seperating Materials

    I can only incorporate some of that. I understand having the properties on a final material table, but I'd really like to flesh out the idea I've already started. This would include base materials being able to make other materials, and only being able to make certain materials if they haven't been processed in a certain way.   Say, you have an animal pelt, that you harvest the fur from. Obviously tanner tools aren't going to be able to produce a fur and a leather, so the only option now is a leather. Of course if you didn't shear the animal to get fur material that tanner could give you a fur or a leather.   This is a bit difficult for me to map. Maybe you could help me with actually writing out my tables in a pseudo form? I'm really not looking for another system, just to get this one functional.   So I have a creature table which has data that can be put over in an instantiated_creature table.   Lets use one easy example, a sheep. That has shearable fur,  and a pelt.   Creature Table id, name, type, skillLevelToProcess, shearProduct, skinProduct, milkProduct, silkProduct, bone product, combat, magic, vitality, perception, token.   1, sheep, animal, 3, wool, sheep pelt, none, none, yes, 2, 0, 3, 3, token-xyz   Here's where I get confused. There will be a final table to hold all materials:   materials (contains properties) id, name, type, armourRating, combatModifier, DexterityModifier, temperatureMOdifier, token 1, wool, fur, 0, 0, 0, 4, token-a 2, sheep leather, leather, 0, 0, 0, 3, token-b 3, sheep fur, leather, 0, 0, 0, 4, token-c   How can I handle base products? The step between getting wool, and deciding if a leather and fur can be made based on that change? I can't grasp the table and column name relationship here. Too slow.   If anyone can help with actual examples of this type of system it would be greatly appreciated.
  2. JeremyB

    Seperating Materials

    There are no recipes. Just Resources that produces resources with resources that can come from them based on conditions. Those resources once in their usable state have properties. This makes crafting what it should be. Making what you want with ingenuity. I'm leaving it to my players to name and describe their items. :P   I just need help mapping the tables.   I started working from the top down. Let me know if below looks right.   Creature Table id, name, type, skillLevel, shearProduct, skinProduct, milkProduct, silkProduct, bone product, combat, magic, vitality, perception, token. 1, sheep, animal, basic, wool, sheep pelt, none, none, sheep bone, 4, 0, 6, 4, FWERGERGERGERG base materials id, name, shearProduct, unProcessedByProducts, processedByProducts, tools, creatureToken. 1, sheep pelt, wool, "leather, furs", "leather", "tanners tools" , FWERGERGERGERG 2, iron ore, none, iron ore, "smelt", none materials id, name, tools , armourRating, combatModifier, DexterityModifier, temperatureMOdifier, token 1, sheep leather, "tailoring", 1, 0, 0, 2 kdnkndknsnksns 2, iron, 3, 0, 1, snjvdnsdnjvsdnksjdn   crafting would be done with a text command.   <craft name="sheep leather pants" base="sheep leather" tools="tailor tools" description="Some basic sheep leather pants, made of well tanned sheep leather. There's a bit of a scuff along the side of the right leg." />   It will scan to see if they're in the presence of tailor tools, have the materials in procession.
  3. I'm having a lot of trouble separating materials, base materials, and other materials into database tables with Mysql. I'm working on a crafting section of my game. Basically materials should come from base materials, and some base materials could make other base materials. It's quite difficult for me to sort out.   Materials Table id, name, type, classification, armourRating, temperature, applicableItems, marketPrice, lowestMarketPrice, highestMarketPrice, token   classification is for (basic, moderate, mastercraft, legendary), temperature is whether the material is warm or cold (leather, or furs), applicableItems (good for armour, good for weapons, good for clothing), token is unique.   Materials Base id, name, producer, producerType, productionTools, materialToken   producer (sheep, cedar tree, iron ore) producer type (animal, ore) productionTools (shears, pickaxe, bladed), materialToken (from token field above.)   The confusion comes from when I want to produce several things, like furs from pelt, but it can also make leather.   Can someone help me construct my tables better? Thanks for any advice on this.   Edit:   Something that works like this:   Bird  -> Feathers  -> Bone Animal -> Pelt -> fur     pelt with fur -> leather or furs     pelt without fur -> leather -> Bone Fur -> yarn Insect  -> silk Stone  -> Ore -> Metal Tree  -> Wood -> planks  
  4. I'm writing a conversation section for my game, but I'm having trouble implementing a click to continue. I may put everything in xml, but for now I just want to see what's up with this part. I'm not sure what the bug is. Something to do with update(). I'm not getting the next play for some  reason. Sometimes the counter does go up though.   Thanks for reading :)   scene control public class scene_engine : MonoBehaviour { private string currentScene; private int currentStep; private bool playing; private bool sceneEnded; public GameObject gameEngine; public GameObject textEngine; // Use this for initialization void Start () { } // Update is called once per frame void Update () { if (playing) { if(Input.GetKeyUp(KeyCode.Space)) { // clear the current text in text engine textEngine.GetComponent<text_engine>().clear (); // clear the current co-routine currentStep++; play_scene(); Debug.Log ("STEP: " + currentStep); } } } public void set_playing(bool playSet) { playing = playSet; } public bool return_playing() { return playing; } public void run_scene(string sceneSet) { currentScene = sceneSet; currentStep = 0; playing = true; play_scene(); } public void play_scene() { switch (currentScene) { case "mt arlon intro": // Intro scene within mt arlon switch(currentStep) { case 0: textEngine.GetComponent<text_engine>().write("Riu", "We haven't got much farther to go now."); currentStep++; break; case 1: textEngine.GetComponent<text_engine>().write("Rin", "How are you holding up Tweet?."); break; } // End mt arlon intro clip break; // End cutscene select } } } text engine using UnityEngine; using System.Collections; using UnityEngine.UI; public class text_engine : MonoBehaviour { public GameObject name_bottom; public GameObject speech_bottom; public GameObject gameEngine; public GameObject sceneEngine; private Coroutine textID; private string character; private string message; private float letterPause; private bool writing; // Use this for initialization void Start () { letterPause = 0.1f; writing = false; } // Update is called once per frame void Update () { } public void clear() { name_bottom.GetComponent<Text>().text = ""; speech_bottom.GetComponent<Text>().text = ""; StopCoroutine(textID); } public void write(string nameSet, string messageSet) { character = nameSet; message = messageSet; writing = true; textID = StartCoroutine (write_text()); } IEnumerator write_text() { foreach (char letter in message.ToCharArray()) { name_bottom.GetComponent<Text>().text = character; speech_bottom.GetComponent<Text>().text += letter; yield return new WaitForSeconds(letterPause); } if (gameEngine.GetComponent<game_engine> ().return_pause () && !sceneEngine.GetComponent<scene_engine> ().return_playing ()) { gameEngine.GetComponent<game_engine> ().set_pause (false); } } public bool return_writing() { return writing; } }
  5. JeremyB

    Unity Mid Point

    I've cleaned the code here a lot more, but it's still not working right. The rotation part is okay on playerDetected, but there's still some problems with the lerp. I'm not sure why my y and x positions aren't getting cut in half. Also the bad guy only moves once. It never tries to plot a new lerp. using UnityEngine; using System.Collections; public class Bad : MonoBehaviour { public Transform player; private bool playerDetected; private Vector3 destinationPoint; private bool moveInitiated; private bool moveReached; private float distanceFromPlayer; // player rotation private Vector3 zAxis = new Vector3(0, 0, 1); // Use this for initialization void Start () { playerDetected = false; moveInitiated = false; moveReached = false; } // Update is called once per frame void Update () { if (playerDetected) { transform.RotateAround(player.transform.position, zAxis, 0.5f); } else { if(!moveInitiated && !playerDetected) { set_destination(); moveInitiated = true; } if(moveInitiated && !playerDetected) { if(!moveReached) { move(); } if(Vector3.Distance(transform.position, destinationPoint) <= 0.04) { moveInitiated = false; moveReached = false; Debug.Log("Move Complete"); } } } // see if player is close enough to detect to go into player detected logic if(get_distance() <= 1.0f) { playerDetected = true; }else{ playerDetected = false; } // end update } void set_destination() { Vector3 destinationPoint = player.transform.position - transform.position; destinationPoint.x = destinationPoint.x * 0.5f; destinationPoint.y = destinationPoint.y * 0.5f; } void move() { transform.position = Vector3.Lerp(transform.position,destinationPoint, Time.deltaTime / 3.0f); } float get_distance() { distanceFromPlayer = Vector3.Distance (player.transform.position, transform.position); return distanceFromPlayer; } }
  6. JeremyB

    Basic Trigenometry Question

    Thanks guys. The information was helpful, and what I thought. I learned some vector math, just adding, subtracting, scalar multiplication. Things are coming clear. : )   Not quite trig here, but I'm having a little problem plotting a circle. I see the formula:   (x-h)2 + (y - k)2 = r2   Where h and k have something to do with the center of the circle. That's where my understanding is ending, even with videos I watch. For some reason, no one is going over the variables. is h and k x and y coordinates of the center point, if so which? Also if they are the center points what is x and y in the formula?   Sometimes the videos and sites could be a lot more helpful, lol.
  7. JeremyB

    Unity Mid Point

    The reason I'm trying to make the move seperate from lerp initialization is because I don't want the bad guy to always move towards the halfway point of the player. I'm going to create slightly different logic for when the player is in the vicinity, or bad guy detects him.   There's a problem with Unity or the code now. For some reason the script doesn't run. I've got break points to analyze execution, but not even start() seems to be called. I double checked, the script is still attached.   I fixed the mid point calculation too. I should have thoughr of multiplication by a scalar. Picked up that trick from Jorge Rodriguez on YouTube video. using UnityEngine; using System.Collections; public class bad : MonoBehaviour { private Vector2 speed; public Transform player; private bool playerDetected; private Vector3 destinationVector; private Vector3 destinationPoint; private bool moveComplete; private bool moveInitiated; // player rotation private Vector3 zAxis = new Vector3(0, 0, 1); // Use this for initialization void Start () { speed.x = 1.0f; speed.y = 1.0f; playerDetected = false; moveComplete = false; moveInitiated = false; } // Update is called once per frame void Update () { if (playerDetected) { // transform.RotateAround (player.transform.position, zAxis, 0.5f); } else { if(!moveInitiated) { Vector3 destinationVector = player.transform.position - transform.position; destinationPoint = new Vector3(destinationVector.x * 0.5f, destinationVector.y * 0.5f, 0.0f); moveInitiated = true; if(!moveComplete && moveInitiated) { transform.position = Vector3.Lerp(transform.position,destinationPoint, 1.0f * Time.deltaTime); if(Vector3.Distance(transform.position, destinationPoint) <= 8) { moveComplete = true; moveInitiated = false; } } } } // see if player is close enough to detect to go into player detected logic if(Vector3.Distance(player.transform.position, transform.position) <= 8) { playerDetected = true; }else{ playerDetected = false; } } }
  8. JeremyB

    Unity Mid Point

    Hello,   I'm gettin gy hands dirty to learn a bit of math, and Unity again. I'm trying to move the gameObject transform to a mid point from player.transform to transform.location.   It's just some dummy ai, so nothing major going on.   Right now the baddy, which is gameObject doesn't move anywhere in the Vector3.Lerp.   Thanks for help. using UnityEngine; using System.Collections; public class bad : MonoBehaviour { private Vector2 speed; public Transform player; private bool playerDetected; private Vector3 destinationVector; private Vector3 destinationPoint; private bool moveComplete; // player rotation private Vector3 zAxis = new Vector3(0, 0, 1); // Use this for initialization void Start () { speed.x = 1.0f; speed.y = 1.0f; playerDetected = false; moveComplete = false; } // Update is called once per frame void Update () { if (!moveComplete) { Vector3 destinationVector = player.transform.position - transform.position; destinationPoint = new Vector3(destinationVector.x + transform.position.x / 2.0f, destinationVector.y - transform.position.y / 2.0f, 0.0f); } if (playerDetected) { // transform.RotateAround (player.transform.position, zAxis, 0.5f); } else { if(!moveComplete) { Vector3.Lerp(transform.position,destinationPoint, 1.0f * Time.deltaTime); if(Vector3.Distance(transform.position, destinationPoint) <= 8) { moveComplete = true; } } } if(Vector3.Distance(player.transform.position, transform.position) <= 8) { playerDetected = true; }else{ playerDetected = false; } } }
  9. After a long break from math I started taking another crack at it. I'm not sure I'll ever get to this graphical stuff, but I'm sorting through a trigonometry link.   https://www.raywenderlich.com/35866/trigonometry-for-game-programming-part-1   What is getting me is that you need to know something about the triangle to deduct the information. How do you gather intel, if you don't know anything about it.   Two sprites on the screen, you have no idea what points they're at. How on earth do you do trigonometry with a blank triangle?
  10. JeremyB

    Basic Math

    Okay, I broke the math down into little bits. I think I got it right.   Target has enough armour for TN4. Combatant with +5 Combat Bonus. Possible 2D12 roll with +5 Combat Bonus = 7-29 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29 0 possible failures - 23 possible successes. 100% Chance to hit.   Target has enough armour for TN18. Combatant with +5 Combat Bonus Possible 2D12 roll with +5 Combat Bonus = 7- 29 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29 11 failures - 12 successes 52% Chance of hit   Target has enough armour for TN4 Combatant with +1 Combat Bonus Possible 2D12 rolle with +1 Combat Bonus = 3-25 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25 1 failures - 22 successes 96% change of hit.   Target has enough armour for TN18 Combatant with +1 Combat Bonus Possible 2D12 roll with +1 Combat Bonus = 3 - 25 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25 15 failures - 8 successes 34% chance of hit.   The only problem is this is pretty bad mechanics. I need the TNs for armour to stay the same, because they're already pretty low. Any suggestions on this?   Actually, the mechanics aren't that bad. Maybe if I increased the attack bonus just a little bit there would be a slightly better to hit rate on higher TNs. Maybe it's good the way it is. I mean the RP part is freeform in the browser game. Characters don't want to get hit all the time, and this way they'll have a chance at RPing dodges and hits...   What you think?
  11. JeremyB

    Basic Math

    I know this is the dumbest question in the forum, but my system only requires it, and I'm too un-mathematical to figure this out.   I'm working on a browser RPG that blankets video game concepts with table top concepts. The table top style handles to hit combat rolls, and skill checks. The video game aspects are for actual damage, armour, and magic. It seemed like a good way to manage the system, and output them high numbers people like.   I'm working on Armour, and to hit numbers right now. To hit is TN, it's basically like D&D  Armour Class. Except rolls are made on 2d12 instead of a d20.   Every piece of armour has a modifier of 0 or greater.   Highest Helm +4 Highest Body +6 Highest Feet +4 Highest Hands +4   Highest TN = 18   Armour also has an Armour Rating aside from the TN, this is for the video game aspect.   Say leather has an AR of 10 a combatant has a weapon that does 5-30 damage, that's a possible of 0-20 total damage.   Anyway, I'm trying to balance the TN system.   Below is some projections I'm trying to make for lowest TN and highest TN. I'm using a low level character, and semi mid level character. I need to assess % chance of success rates to determine what needs balancing in what way.   Roll = 2D12 + Combat Bonus Target has enough armour for TN1. Combatant with +5 Combat Bonus. Possible 2D12 roll with +5 Combat Bonus = 7-29 Target has enough armour for TN18. Combatant with +5 Combat Bonus Possible 2D12 roll with +5 Combat Bonus = 7- 29 Target has enough armour for TN1 Combatant with +1 Combat Bonus Possible 2D12 rolle with +1 Combat Bonus = 3-25 Target has enough armour for TN18 Combatant with +1 Combat Bonus Possible 2D12 roll with +1 Combat Bonus = 3 - 25    
  12. Okay,   I just thought of a wicked text freeform roleplaying idea with rules. This will be highly marketable to text lovers and freeform roleplayers. It's pure gold, and super awesome. I just need the right team to pull it off in such a way that it will work. I need a writer to support me, and a graphics artist that will do the drawing. If you can do both, that's even better.   This is too good to share with the public though. PM If you're interested and we'll talk there. Only email me if you love text and browser games, and think you might interested in these specs: Freeform with rules.   This will contain a monetized element. I offer the website, hosting, and Stripe payment processing, and help writing. Graphics are out of my scope. I do need a support writer, and one who can help with the mechanics.   Thanks, Jeremy.    
  13. I wonder what the market is for text adventure games. Does it still exist? I know some people are selling games they make in Inform7, but I couldn't tell you how many copies have been sold.   Mud games still work pretty well, but their biggest sales are items, which add to the game. There is Gem Stone, which is free, but they also have other paid games where the user can't play without paying a fee. They're also some of the best text games on the net though.   Adventure Books can't really compare, because they do have graphics. In fact the book itself is graphics, and then there's pictures inside with text. Also animated 3D dice.   I wish single player text games had a market. If they did I would go into production, and not worry about finding an artist and support writer for the game I'd like to make :P
  14. JeremyB

    How to write a story in games?

    They're just written. Some people are really good at writing and scripting in general. Others aren't. I have a friend, that doesn't come up with the best fiction, but he has such a deep mind for fiction, it's not even funny. One time he was telling me about how weaknesses are strengths, and going on about archetypes, and resolves to this and that. See I can't even recall it, but it was on such a deep fictional level I was envious. Some people just have a special place for fiction.    If you're asking how to write amazing games, but you're a bad writing, the only easy answer right now is, you can't. lol. Hate to be harsh, but it's a reality.   Good writers, write good games. That's just the way it is. It's like rap. There's a billion rappers, and one Eminem. You can't just ask a rapper how to rap like him... It can't be done.   However, you can get better at writing. If you want to get better at writing you have to study it.    Grammer Fiction Prose Poetry Scripts   Study them all, and practice. Maybe you have a great writer inside waiting to burst out, maybe you don't. Nothing to be discouraged over. Haha, I'm so cynical from experience. They say practice makes perfect... But the truth is it doesn't. It generally makes you better, unless of course you're a superstar.  :angry:
  15. JeremyB

    Visual Novel Script

    I'm working on a script for a visual novel I'm hoping to get developed. I have a bit of trouble with various aspects of writing, but I still love it. I'm just wondering if I can get some pointers, and help on what I've got so far. My weak points are: Fleshing out ideas, and not having everything seem rushed.   I started defining Abel as a tougher character after the accident, so there's going to be some character incosistacnies part way through chapter 1. I need a lot of advice, so feel free to shoot me some.   INTRO FLASHBACK: FALSE MEMORY   YARD - DAY   FADE IN:   PAN IMAGE: Abel’s home, a beautiful property built on the salary of an accomplished accountant.    TRANSITION: Dissolve.   ABEL’S ENTRY - DAY   [Abel] Honey, I’m home.   [Abel] Honey?   [Abel] Where is she off to?   [Abel] Honey?   [Wife] I’m in here…   TRANSITION: Dissolve.   ABEL’S LIVINGROOM - DAY   IMAGE: Abel’s wife is waiting for him dressed in sexy clothing.   [Wife] It’s about time you got home. Long day at work?   [Abel] It’s always a long day keeping books. The office was rushed, but luckily I was able to get out of there early.   [Abel] Just like I promised.   [Abel] You look beautiful by the way.   [Wife] I do, don’t I?   [Abel] Too beautiful.   [Wife] *Laughs*   [Wife] Thanks.   [Wife] I didn’t want to waste your only early day this month, so I prepared something special for us… I hope you like it.   PAN IMAGE: Coffee table set up with frills, flowers, and a bottle of whine.   [Abel] Wow, you really went out of your way this time, didn’t you?   [Wife] We deserve it, don’t we? How longs it been?   [Abel] Too long.   [Abel] Maybe later we could…   [Wife] Shh...   [Wife] Come.   Dissolve: Fade screen black.   SOUND: Bottle top popping. Giggling.    SOUND: Pouring of wine.   CHAPTER 1: STRANGE NIGHT   TAVERN - NIGHT (Future)   TEXT: 10 years later.   PAN IMAGE:  A glass of whiskey sitting on the bar. Ashtray filled with butts.   IMAGE: Abel’s eyes looking tired… Lost.   IMAGE: Abel’s glass of whiskey on the bar.   ANIMATION:Screen flashes white, the glass cracks in front of Abel.   SOUND:  Glass crashing, as if a car accident.   TRANSITION: Dissolve.   PAN IMAGE: Crashed car. A woman lying dead in the road. A baby carriage laid on its side.   SOUND: Sirens in the distance.   TRANSITION: Dissolve.   ANIMATION: Glass un-cracks.    [Abel] No! Not again… I didn’t mean to hurt anyone.   [Abel] Why can’t you just leave me the hell alone?   [Bartender] Are you alright?   IMAGE: Bartender wiping counter.   [Bartender] You look a little lost.   [Abel] I’m fine.   [Bartender] You sure, man?   [Abel] Yeah...    [Abel] Get me another one. I’m not big on idle chat these days.   SOUND: Door opening.   [Bartender] You got it.   IMAGE: Rough looking men coming in off the street.   SOUND: Liquor pouring.   IMAGE: Leader of the ruffian pack.   [Leader] Did you see the way that chick looked at me?   [Ruffian] She was looking at me, dummy.   [Leader] You wish she was looking at you!   [Leader] A girl like that wouldn’t be interested in someone like you!   [Ruffian] How do you know?   [Leader] Real woman, like real men.   [Leader] You hardly fit the bill!   [Ruffian] Gee, thanks.   TRANSITION: FLASH.   PAN IMAGE: Abel’s eyes looking annoyed.   SOUND: Cup set down.   [Bartender] Here you go.   [Abel] Thanks.   TRANSITION: Flash.   SOUND: Leader of ruffians bumping into glass.   TRANSITION: Flash.   PAN IMAGE: Whiskey glass overturned. Ruffian standing beside Abel.   TRANSITION: Dissolve.   IMAGE: Ruffian leader doesn’t look serious, smug look on face.   [Leader] Oh… Sorry, buddy *Laugh*   [Leader] Get me a drink, bartender. I could use a stiff one.   [Ruffian] Me too.   TRANSITION: Dissolve   IMAGE: Bartender.   [bartender] You’re too drunk to be in here, boys!   [Bartender] Go on!   [Bartender] Get out of here!   [Leader] G-Get me a damn drink, old man!   [Leader] Now!   [Bartender] Get out!   TRANSITION: Flash white.   IMAGE: Abel stands, knocking aside the leader.   [Abel] I’m not your buddy, kid.   IMAGE: Leader knocked back. Face looks startled.   ANIMATION: Leaders face turns into a begrudging look.   [Leader] - Oh-Ho! A tough guy?   [Ruffian] - You’re gonna regret that, dude.   IMAGE: Ruffians preparing for fight. Two ruffians beside leader rubbing their knuckles.   TRANSITION: Battle start transition.   [Battle with ruffians. Player loses.]   ALLEY - NIGHT   IMAGE: Abel getting tossed out of the bar, into a trash heap.   PAN IMAGE: Abel lying in trash heap, rubbing his head.   IMAGE: Abel laying in the rubbish.   [Abel] Ugh… My head.   [Abel] My damn head.   IMAGE: Abel standing by the garbage.   [Abel] Punks…   [Abel] Who do they think they?   IMAGE: Abel looking around.   [Abel] Maybe I better get home.   [Abel] It’s been a long night.   IMAGE: Abel staggering down the alley.    [Abel] This should cut down the walk.   IMAGE: Farther down the alley. Fire glowing in the distance. Two homeless guys are standing near a fire.   [Homeless1]  Damn, it’s pretty chilly out here, man.   IMAGE: Homeless2 breaths into his hands.   [Homeless2] Yea’ and I haven’t ate all day, either.   [Homeless2] Missed the kitchen to do some paperwork for the shelter payment support system.   [Homeless1] I got a leftover sandwich.    [Homeless2] Want it?   IMAGE: Homeless2’s eyes light up.   [Homeless2]  Sure, man.    [Homeless2] Thanks.   IMAGE: Abel nears the garbage can.   IMAGE: Homeless2 starts to look sick.   [Homeless2] I don’t…   [Homeless2]  Ugh...Feel so good.   [Homeless1] You alright?   [Homeless1]  Buddy?   IMAGE: Change comes over homeless2. His eyes glow dark neon purple.   [Homeless1] Ben?   [Homeless1] Ugh.. Arg!    IMAGE: Change comes over homeless1 and his eyes glow purple as well.   [Abel] - What the hell is going on?   [Homeless1]  Time to die.   [Abel] H- hold on.    [Abel] What do think you’re getting at?   TRANSITION: Battle transition.   [During this fight Abel is able to pick up a pipe for his first weapon]   IMAGE: The homeless men are lying dead on the ground.    IMAGE: Abel looks puzzled.    [Abel] Oh God, what did I do?   [Abel] I killed them...   IMAGE: Homeless2 with strange fluid leaking out of his mouth.   [User clicks fluid to advance.]   IMAGE: Abel has fluid on his fingertips.    ANIMATION: Crosshairs circle the fluid. A readout on the screen shows this is oil.   [Abel] Oil… HY-280.   [Abel] How do I know this?   SOUND: Commotion at the end of the alley.   IMAGE: Abel looks startled.   IMAGE: More glowing neon purple eyes at the end of the alley.   TRANSITION: Flash… Screen white.   VOID - UNKNOWN   TEXT: You’re all alone…   [Abel] Wha- Who are you?!   TEXT: They’re all alone inside…   [Abel] What are you talking about!?   TRANSITION: Dissolve.   ALLEY - NIGHT   IMAGE: Abel looking around.   IMAGE: Doorway.   [Voice] Go in…   IMAGE: Glowing eyes getting closer.   [Abel]  I gotta get out of here.   SOUND: Door opening.    ABANDONED APARTMENTS ENTRANCE - NIGHT   IMAGE: By door.   [Abel] What the hell’s going on out there?   [Abel] This can’t be happening.   [Abel] I got to get this door blocked.   [Abel can click a piece of bent medal to put it in the door handle]   IMAGE: Medal bar in the door.   SOUND: Banging on the door.   ANIMATION: Door moving with pounding.   [Abel] Great.   [Abel] I gotta get out of here.   IMAGE: Hallway.   [Voice] Through…   SOUND: Static glitch   [Voice] Through here, Dennis.   [Abel] De- Who’s Dennis?   [Abel] I’m not Dennis!   SOUND: Static glitch.   [Voice] Come on Dr. Bower. Down the hall.   IMAGE: Hall.   ANIMATION: Overlay a hospital like hallway.   SOUND: Crack noise.   IMAGE OVERLAY ANIMATION: Overlay opaque slow pulsing red cracks.   [Abel] Argh!   IMAGE: Abel on his knees.   [Abel] God, my head hurts.   [Voice] Hurry. There isn’t much time.   HALLWAY - NIGHT   IMAGE: In hallway.   [Voice] Keep going…   IMAGE: hallway walking by apartment rooms.   IMAGE OVERLAY: Apartments of hallway turns into wards, with glass windows.   IMAGE: Looking in one of the windows. Patient is sitting on floor rocking back and forth.   [Voice] Dr. Bowen, the patient is showing signs of neurological unrest.   [Abel] Who is this guy?   Sound: Abel knocking on the window.   [Abel] Hello?   IMAGE: Patient is alerted.   SOUND: Siren.   [Voice] Dr. Bowen, there’s a level yellow situation in genetical containment.   [Abel] What?   IMAGE: Abel walks the hallway. Hallway looks normal again.   IMAGE: Glowing neon purple eyes at the end of the hallway.    IMAGE: Rats emerge from the darkness with glowing eyes.   [Abel] Not again.   TRANSITION: Battle transition.   [Commence battle with transanimal rats.]   [Abel] What the hell were those things?!   [Abel] Those rats weren’t normal.   [Abel] How can this happen?   ANIMATION: Electronic particles.   IMAGE: A young boy.   [Abel] - W- Who the hell are you?   [Boy] - Through here...   IMAGE: Boy points towards second hallway.   [Abel] Wait.   ANIMATION: The boy vanishes.   TRANSITION: Dissolve.   [Abel] - Ugh!   [Abel] - Whatever. I’m getting out of here.   ABANDONED APARTMENT SECOND HALLWAY - NIGHT   IMAGE: SECOND HALLWAY   [Abel] - Where too now?   IMAGE: Farther down the hall there’s a door with a metal box beside it.   [Abel] - An exit!   IMAGE: Abel walks to the door.   [Mouse click the door to find out it’s locked.]   [Sound] - Door rattles   [Abel] - Damn!   [Voice] - Use the computer panel.   [Mouse click the panel to open computer lock]   ANIMATION: Panel opened.   [Click panel to place hand on computer.]   IMAGE: Abel’s hand on the computer.   Abel - I can feel it.   Abel - It’s alive.   Abel - I can feel its vibrations, like a heart beating under my palm.   [Lock game - Match Game]   SOUND: Lock opening.   Abel - Got it.   [Click door to open it.]   TRANSITION: Dissolve.   LEINSTER ST - NIGHT   IMAGE: Abel stands on the street at night.   PAN IMAGE: Empty Street.   [Abel] I’m going home before I get killed out here.    [Abel] Whatever those things are, I’ve had enough of them.   [Abel] I’m not about to be stomped to death by some steroid junkies on a new drug.   [Map icon flashes in upper corner - Abel is able to travel home.]   HOME ENTRANCE - NIGHT   IMAGE: Abel standing in doorway.   [Abel] I’ve had as much of this day as I can take.    [Abel] I’m ready for bed.   IMAGE: Abel hangs his coat on a hanger by the door.   [Abel] Lock the door!   IMAGE: Abel puts the deadbolt in place.   [Abel] Now bed.   TRANSITION: Dissolve.   HOME BEDROOM - NIGHT   IMAGE: Abel is in his room.   [Abel] - Sleep.   [Abel] now...   IMAGE: Abel lying in bed.   [Abel] - Hopefully I won’t wake up tomorrow.   [Abel] - Or ever.   TRANSITION: Dissolve Black.
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