project definition

project definition

Postby Godot » Sat Oct 04, 2008 4:10 pm

The age is organized into the following venues;

1) the woods, "Bois de Vaux"
2) a war, "Fort Vaux"
3) the Lost Coast, "The Navigator's Institute"
4) across the sea to distant shore
5) a mountain path to Sorcerer's Vale
6) the journey home

1) "Bois de Vaux"
The Forester lives in a humble cottage surrounded by woods and a small patch of garden. Inside the wood he has built a saw mill that is powered by a wood burning hot air engine. The engine drives an electric generator which powers the lights and electric motors for the saws and other equipment. The mill building is mainly a source of story information about the Forester and his resource management methods as well as the operation and maintenance of the hot air engine. I have added a paper mill to the saw mill. The Forester uses the xylem from his trees to produce "the finest D'Ni copy books available for immediate delivery and the finest hand crafted linking books are available by special order. Our linking books are made from the best materials and will last thousands of years." Once power has been applied the player will be able to explore the house.

Outside the back door there is a shrine to the fallen "RIP, Elan Vital, 1871 to 1917" The player must
1)put on the Forster's Horizon Blue uniform
2)unlock his foot locker and put on his helmet and gun belt
3)take the Forester's journal from the book shelf
4)set the calendar clock on the mantle piece to any date in March of 1916. This date could be translated to the D'Ni calender.
5)When all of this is done the next time the player will exit the back door to enter the "Tavannes Tunnel."

2) "Fort Vaux"
This is a ghost story. The Tavannes tunnel is filled with apparitions who's primary purpose is to scare the player and provide information. The player will proceed down the tunnel to the sound of the plain chant "Deus Ire." At the beginning of the tunnel the music will be an instrumental playing in a major key. About half way down the tunnel the sound of "Deus Ire" will be heard in a minor key. At the far end of the tunnel there is the sound of gun fire. "Deus Ire" means the "wrath of God."

Think "Silent Hill" without the fighting. This is NOT a first person shooter. Well not quite. The purpose of all the drama is to set up the puzzle. As the player proceeds down the tunnel there is a constant flashing at the far end. This is the flash of cannon, flares and bombs. These are the only sources of light at this point. With each flash of light ghosts will flicker into view.

Under constant threat of furious gunfire the player will make their way out of the tunnel a short distance down the road to enter a trench complex. The trench complex contains two dugouts that the player can enter to read journals and listen to ghostly voices to learn about the situation. The dugouts are lit with electric lights that flicker when bombs exploded above. The player exits the trench at the far end and proceeds to the entrance of the fort.

From this point the scene is dimly lit by electric lights. The fort is under heavy bombardment by a "Big Bertha" 420mm howitzer that bombs the fort like clockwork. You might think the gunners were railroad conductors. The player then proceeds to the office of "Captain Raynal" to learn what must be done and find clues as to how to proceed. The player can then explore the infirmary and the barracks. The fort has 3 observation turrets and one gun turret with a 75mm howitzer. If a turret is extended when a 420mm bomb hits the fort the turret is disabled for some period of time TBD. The player must use some simple trigonometry to determine the range and azimuth to the targets and apply some simple physics to determine the elevation angle of the gun. The location of the targets will be changed each time the game is played. The player will then fire the gun, and if the proper elevation and azimuth have been entered into the gun control the player can watch the grand finale as the target is destroyed.

This is all done in the dark, the targets are just flashing lights and the player will use the rate of flashing to identify each target from the observation turrets. There is no external view from the gun turret. Once all targets have been destroyed doors will open allowing the player to proceed out of the fort. The player will then find a breach in the wall of the fort and proceed into the tunnel to the next venue.

3) "The Lost Coast"
I imagine that the player exits the tunnel through a door on the dock and sees a ship sunken at the dock. Is this Myst Island? Not quite. The level above the dock holds a semaphore station instead of the gear. The tower is replace by a light house. The planetarium is in the same place but the library is the navigator's chart room. Also this is not an island but is surrounded by steep cliffs behind. The player will find clues in the chart room. By signaling the proper semaphore message the light house can be accessed and a clues can be found to raise the ship. The planetarium will be used to find the stars to navigate to the destination across the sea. Other puzzles TBD. Once the ship is raised the player will drop the line from the bow then proceed to the wheel and enter the data into the wheel house computer. the ship will set sail. This represents the long dark tunnel to the next venue. I expect an opportunity for great drama and animation during the harrowing journey across the sea and possible small islands to be explored along the way. Or not.

4) "The Port Village"
Too many ideas to detail here and somewhat still up in the air about whether this is to be oriental or central American. In any case the player will find their way up to the nearby mountain and to the Greek style temple at the top. The round temple has a double row of sixteen pillars and a capstan in the middle. The capstan has eight handles. the capstan must be turned a set number of turns by the use of each handle. This represents the combination to unlock the temple. When the proper combination has been entered a stairway drops down between the columns to allow access to the lower level. The lower level has an elevator. To access the elevator watch the movie "Underworld" to see how Selene opens Victor's tomb. Same idea, different artwork and animation. The player then finds their way into a cave complex that is inspired by the movie "The Descent" without the nasties, or maybe Bahro can be substituted. The descent into the mountain ends when the player drops into the sewer of the Sorcerer's city.

5) "The Sorcerer's Vale"
My take on Isenguard. I have imagined the most about this city and it will take the most work to accomplish. The player travels up the sewer to a place that is immediately below the tower. They climb up into the cellar of the complex and discover all kinds of interesting supplies and equipment. The player will find their way to the surface. Puzzles to be solved include;

1)start up the hydro turbines at the dam.
2)Turn on the lights and elevators.
3)access the Sorcerer's library in the city wall.
4)gain access to the tower
5)start up the atomic power plant in the cellar of the tower.
6)start up the cryogenic distillation column
7)activate the cryogenic electromagnets in the top of the tower.
8)seal and evacuate the interior of the tower. The tower is a giant LASER resonator.
9)fire the eximer LASER (ultraviolet) in the pillar in the tower up into the air to attract lighting to the magnetic bottle formed at the top of the tower.

When sufficient plasma is collected lots of animation and drama ensue as ice forms at the top of the tower, storm clouds gather and when the tower is "fired" the ice shatters off of the tower and the explosion is reminiscent of the final battle between Neo and Smith. What is the purpose of all of this drama? I'll have to think of something, maybe the creation of a Relto page the hard way! In any case the player must then find the hot air balloon and, using information supplied, calculate the proper amount of propane needed to clear the surrounding mountains and navigate back to Boise de Vaux.

Or maybe the experiment can create a rift in the space time continuum to allow the player to navigate back to Relto. The prize, the balloon gondola will rest on the dock with the envelope deflated, rolled up and stuffed into the basket. Anyone who visits your Relto will know that you have followed in the path of forester Vaux.
Godot
 
Posts: 50
Joined: Sun Jan 06, 2008 10:15 am
Location: North East

Re: project definition

Postby Godot » Mon Oct 06, 2008 4:07 pm

There seems to be concern regarding the use of time travel in Bois de Vaux. The calender clock in the forester's cottage is his nexus selector. It just gives the perception of time travel. When the player enters the proper time and date the nexus retrieves the applicable linking book and displays it in the shrine. The player then has two minutes to use the book before the clock resets to the current time and the book is returned to the vault. Since time always travels in the forward direction the clock will never run into a date that is in the past so nexus activation will never occure accidently.

As the player advances through the game new dates are learned to allow access to the various venues directly. I use this method rather than keep player progress by saving game state or things like the journey cloths. Of course this also requires the player to understand the nature of the information and use it appropriatly.
Godot
 
Posts: 50
Joined: Sun Jan 06, 2008 10:15 am
Location: North East


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