Thursday 24 October 2013

Final Story and Script

MANOR - Playthrough Sequence and Cut Scenes

CHARACTERS
Grace - The main character, you play from her perspective. She is late-teens/early twenties, English, upper-class.
Rosa - The twin sister. She does not appear in the game, but she is part of the story. She moved away from the family home when she married, and went to live at the MANOR.

BACKSTORY
Grace knows something isn't right, as Rosa hasn't been in contact since she moved away. Being a "no-nonsense" type of person, she has gone to investigate. She had a very close bond with Rosa as they grew up, which is why she is so concerned with finding out what has happened to her sister.  

OPENING CUT SCENE
Fades from black. First person view from the main character's POV, she is sat inside the carriage. Camera shakes up and down slightly to show the motion of the carriage. Scenery can be seen passing by through the windows. SFX - Horse trotting, birds, wind, carriage rumbling.

DIALOGUE
Grace - "This isn't right at all. I must find out why my dear sister has been so silent since she moved away. I've had nothing, not a single letter. I know Rosa too well, she would have written to me by now. All I have is this address.  (PAUSE) Oh, it looks as though we've arrived. (SHORT PAUSE) Excuse me, Driver? (PAUSE) Driver?

Partway through dialogue SFX of gates swinging open.

Camera jolts (to emulate a crash) and the screen fades to black again. SFX - horse whinnies (frightened), carriage creaks/thuds, mud/earth splatter, wood splitting (carriage breaking), Grace gasps

PLAYABLE SECTION
Fade from black. Sarting view from Grace's perspective as she is looking at the broken carriage. It is mainly in tact, but the section which was attached to the horse is snapped and the horse is gone, as is the driver. The carriage door is open on Grace's side. SFX - ambient outdoor sound, wind, birds, leaves rattling

DIALOGUE
Grace - " W-what happened? The horse...and the driver!"

TEXT INSTRUCTIONS
"There is no way back, you will have to move forward. Go to the house."

There is an obvious pathway on the ground where the player is placed, once they turn around they will also be able to see the MANOR clearly. They move Grace forwards up the pathway until they reach the front door.
_____________________________________________________________________________________________________
TRIGGER: STANDING AT THE FRONT DOOR
TEXT INSTRUCTIONS
"X - Ring the doorbell"
PRESS X - Grace's hands pull a doorbell (SFX doorbell ring)

DIALOGUE
Grace - "No answer. (PAUSE) Then there is no-one here?"

TEXT INSTRUCTIONS
"You will have to enter the MANOR on your own. Search the grounds for the groundskeeper's key. Don't linger, it will soon be nightfall. You wouldn't want to be here when darkness arrives."
_____________________________________________________________________________________________________
PLAYER EXPLORATION

What follows is a list of the OBJECTS/AREAS that will TRIGGER events.
_____________________________________________________________________________________________________
 
CARRIAGE
press X - open/close the carriage door (SFX - door creak)

FRONT GATES
press X - hands rattle the bars (SFX - bars clanging)

TOOLS & WOODBLOCKS - GROUNDSKEEPER'S HUT
no button necessary, they can be knocked over by walking into them (SFX - crashing wooden tools)

*KEY LOCATION* FLOWER POT ON DOORSTEP OF GROUNDSKEEPER'S HUT
press X - look inside the pot, see the key TRIGGERS WIN CUT SCENE

SECRET DOOR (AT THE MANOR)
press X - hand pulls the handle, it won't open (SFX - door slamming, Grace grunts)

*KEY LOCATION* SECRET DOOR (AT THE BASE OF THE DOOR)
press X - picks up the key in hand

FRONT DOOR
press X - ring the doorbell, no answer (SFX - doorbell ring)

DRIED UP FOUNTAIN (THE GARDENS)
press X - throw a coin in (SFX - metal plink, tapping onto stone)

*KEY LOCATION* DRIED UP BIRD BATH (THE GARDENS)
press X - pick up the key TRIGGERS WIN SEQUENCE (SFX metal key plinking off stone)

*KEY LOCATION* DEAD FLOWER BED (THE GARDENS)
press X - pick up the key TRIGGERS WIN SEQUENCE (SFX moving dirt)

*KEY LOCATION* TREE NOOK
press X - pull the key out from a hole in the trunk TRIGGERS WIN SEQUENCE

*KEY LOCATION* STATUE (NEAR MANOR ENTRANCE)
press X - take the key from the statue's hand TRIGGERS WIN SEQUENCE

*KEY LOCATION* GRAVE BED
press X - pick the key up off the ground TRIGGERS WIN SEQUENCE (SFX moving dirt)
___________________________________________________________________________________________________

WIN SEQUENCE (once the key is found)

DIALOGUE
Grace - "I've found it!"

TEXT INSTRUCTIONS
"Go back to the MANOR entrance. Quickly!"

The player still must reach the front door before the time is up in order to WIN.

TRIGGER: Standing at the front door WITH the key.
....................THIS IS A GAP THAT NEEDS SORTING OUT.................
____________________________________________________________________________________________________

FAIL SEQUENCE - TRIGGERED ONLY BY THE TIME RUNNING OUT
SFX - chime of a large bell, magpies cawwing , a descending drone