Escape from Mill Station level 5 schematic roughed out ...

edited in Projects
Dont know if anyone else draws crazy schematics of their game levels but I thought this one was fun so I decided to post it.
Game project is here: http://worldofclouds.com/escapefrommillstation.html

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Thanked by 3critic Asriele konman

Comments

  • edited
    Another extract. A note the player character finds on the remains of a lab worker with the name "Version 12"

    This is from the game story / script I am currently developing into final form.

    Begin note: "I feel so terrible this morning after drinking that new potion last night. I fear I might not live to tell anyone about it and how important it is. I worked on it for weeks and thought it was finally safe to give it a try but I am not sure now. I might have been in too great of a hurry. Too optimistic. In the event I pass and someone finds this letter I hope that you will read my story and understand why the Blue Bird was so important for my experiments. After reading this you will understand why I had to do what I did.

    I had been studying the Lighflow for such a long time. Then one day I saw this Nimlen who found the perfect antidote against the Flying Stones' evil curse. I could not allow such a gift to be wasted by a Nimlen who was simply curious and all it wanted to do is just stare at the Lightflow without wanting any deeper understanding of it and its great hidden powers. So I simply did what his people would expect from their own kind and warned them about the Nimlen who did not respect the elders' ways. It was only my own disciplined and respect for tradition that drove me to do it.

    Then they passed their judgement and they buried the Nimlen up there on the stairs, backwards, facing away from the Lightflow so that he may never set eyes on the Flying Stones again even after death. I just happened to walk by there one morning and noticed that the Blue Bird stayed with its master. I knew it was this bird's eggs that held the secret to the antidote against the curse of the Flying Stones. Even after death the bird sat on his shoulder. It would not leave him. Then as I walked closer the bird it flew to me. It was a complete surprise. I didn't make any effort to catch it. I respected the dead Nimlen even if he had been judged to serve as an outcast for all eternity. When the bird flew to me and came to sit on my shoulder I knew it was a sign. A sign that I was destined to find the cure against the evil Flying Stones and save the citizens of this world from turning to stone. To empower Windmasters to explore the clouds without the fear that they will get into too close contact with the stones and face a certain slow and painful death. Windmasters deserve a better life and any power they can find to protect them from the evil of the great blue triangle.

    So I decided to keep the bird. I found a beautiful cage for it to make sure that it will stay committed to my important mission and I will discover all its secrets. For one reason only of course. To help the people of the World of Clouds take another step closer to winning back their own identity that the triangle so brutally stole from them. Help them fight for their own freedom.

    I walked past the remains of the previous owner of this magnificent bird the other day. I noticed something truly bizarre. His desire to be closer to the Lightflow was so strong though that he was able to twist his head around. Even in death. So he could see over his back. So while his body turned to stone over time his head twisted around and eventually faced the Lightflow. That was not good enough forhim though. He wanted more. To be closer. So his neck stretched until his head eventually broke off and drifted away from the rest of his body. Now his head, half stone and half Nimlen, just hangs there. In midair. Just staring at the Lighflow right in front of him. A part of me feels guilty of what happened to him but it was his choice to disrespect his elders. It wasn't me who decided his fate and how could I have known that his own kind would punish him so severely. That they would turn him into an outcast even in the afterlife.

    Sometimes at night when I walk through my own dreams I can hear his head calling to the Blue Bird. I pity him and often wonder what I can do to help him. Maybe my work to create the ultimate cure for the Flying Stones' curse will put his soul to rest.

    I have also thought of allowing the Blue Bird to return to its old master. I have managed to replicate its egg juice from the other chemicals I have so I dont really need the bird anymore. I know that if I open the cage door it will fly straight to its old master. Be his companion again even if it is in death. At least they will be reunited again and be each other's company. Maybe I will set the bird free soon ... End note.
  • Freeing the Blue Bird from early development / prototype game:

    https://youtu.be/F4PAcETUGOg
  • The beginning of a major shootout scene between two groups of bad guys with player character caught in the middle :-)


    Cinematic. Several Lifters come storming at Roy from the bottom of the stairs. One of them points straight at Roy and let
    out a horrible screeching noise. Roy tries to duck out of the way as another Lifter hands his rifle to the leader who aims
    and takes a shot at Roy. He misses but hits a giant chandelier right above the heads of the Stone Hunter party upstairs. Two
    Stone Hunters who had their weapons slung and were tasting some delights the Lifters had put out for them on another table,
    gets crushed by the heavy chandelier while they both just put a cookie in their mouths. The leader of the Stone Hunters is outraged.
    He waves at his men who aims at the Lifters across the table from them and the Lifters at the bottom of the stairs at the same time.

    The Lifters at the bottom of the stairs take their aim off Roy and redirects it to the Stone Hunters above who comes storming out of
    the negotiating room and bundle up at the railing of the top of the stairs. A fierce shootout follows.
    The Stone Hunters fire their Fire Shooters and the carpet the lower Lifters are standing on catches on fire! It spreads very quickly up
    along the long curtains on the sides of the staircase.

    Roy sees his opportunity, ducks down really low and runs all the way up the stairs with firing swooshing back and forth over his back,
    just missing him with a few inches! He runs down a short corridor and jumps through an open window onto a tin roof that can barely
    hold his weight.
    He looks back through the window to see if anyone is coming after him. Two Lifters saw him and is rushing towards the window to catch up
    to him. As they reach the window Roy slams the window shut. The Lifters just smile at him through the dirty glass. They aim
    their weapons straight at him. Just at that moment the tin roof collapses under Roy's weight and he falls straight down. The
    window turns into a huge puff of dust as the Lifters fire through it. The wooden frame splintering in all directions. Roy fell
    out of the way just in time. He crashes through another roof below ...
  • Do you guys think these are too many keys to remember in gameplay? :-)


    KEYBOARD LEGEND FOR PC VERSION OF THE GAME

    Trigger volumes will determine how the character walks, crouch walks, crawls and will help choose
    what the character does if you LMB. In that way you can use same keys like WSAF and LMB for various
    different actions.
    Character will always reach for something in front of him. So, if you have a choice of items to his
    sides and in front of him you need to turn the character first. If its lower or higher than character
    it will reach up of bend over to pick up.





    LEGEND ON OR OFF:

    L Toggle to hide or show legend for keys.

    BASIC MOVEMENTS:

    W Walk. Characters leans in depending on mouse vector.
    W + Shift Run
    W + Alt / Alt Sprint
    Strafe left or right is mouse vector dependent and automatically
    kicks in. It also depends on situation or terrain.
    S Walk backwards a few steps then turns and walks in that direction.
    S + Shift Run backwards a few steps then turns and runs in that direction.

    A Turn and walk to the left facing the direction you walk.
    Strafe left a few steps if gun in hand and loosely aiming.
    Strafe left only if tight aiming.
    A + Shift Same but just faster.
    D Turn and walk to the right facing the direction you walk.
    Strafe right a few steps if gun in hand or loosely aiming.
    Strafe right only if tight aiming.
    D + Shift Same but just faster.
    V Lie down.
    C Crouch.
    Z Sit down on the ground or anything near character he can sit on.
    Space bar Jump.

    If character backs up against lower wall and you continue to press S the character will sit on the wall. If you face the lower wall and walk into it and continue to press W he will climb onto it and stand on top of it. If you run or sprint into it character will jump over lower wall.

    CLIMBING AND SITTING / LEANING:

    W, S, A, D Climb / Hop or climb over / step over / jump up very low object.
    (Just keep pressing and hold down key and character will decide what do
    to.
    Either climb up, or down, stop climbing, etc. Also, to sit in a chair you
    just walk into it, hold down key like W and character will "decide" to sit.
    To get back up you just reverse. Like the S key.)
    If you walk slowly up to ladder going down or cliff’s edge character will
    turn around and know that he needs to climb down.
    If you just run off edge character will fall or he will fall if there is no way
    To climb down.
    If you run up to a cliff edge or edge high off the ground and stop right
    on it, the character
    will lean over it for a second and lose its balance and correct itself.
    If you start sitting on a chair and in front of a table with a note or book
    on it and hit the up arrow character will finish sitting and pick up the
    note or book and read it.

    WEAPONS:

    F1 If revolver is in holster, character takes it out and
    aims from the hip.
    RMB Tight aim. RMB again for hip aim.
    F1 again and character puts the revolver back into holster.
    F2 2nd weapon he has slung hold and aim.
    F2 again and character slings 2nd weapon.
    F2 (When revolver is held or tight aimed) Character swaps out revolver with
    2nd weapon.
    F3, 4 ... Other weapons.
    LMB To fire any weapon or stab with knife.
    If character is holding a rock, bottle, book or any other object in his one
    hand he will throw that object.

    PHYSICAL FIGHTING:

    F Character goes into physical fighting mode. (He will punch and kick only
    even with weapon in hand).
    RMB Kick (Will kick with whatever leg is right for the moment).
    LMB Punch / hit hard (always with right arm and fist).
    Punch kinda blends in with hard push depending on situation.
    You can punch out a window too or break through barrier.
    MMB Block.
    F Character comes out of physical fighting mode.
    (Weapons reload automatically when empty.)

    OBJECTS AND CLOTHING:

    1 If nothing in hands, hands move up to anything worn on head.
    RMB Whatever is on head character takes off.
    MMB Character takes off backpack and opens it. He is ready to either
    drop item in bag or take item out.
    Down arrow Character drops item in hand into backpack.
    Up arrow Character takes next item out of backpack. And so you "cycle" through
    the contents of backpack.
    1 If a hat is held in hand. Character moves hands up to head as if want to
    take off what is on head. (If another number key is pressed the character
    cancels his plan and move his hands to another part of the body).
    RMB If another hat is held in hand, character swaps out hats. He continues to hold
    whatever he took off in his hand.
    Down arrow Character puts whatever he has in hand down. Either on a table or surface nearby
    or just on the ground in front of him. If he is under the water he just lets
    it go.
    Up arrow Character picks up whatever he is close too and facing. If he picks up a note
    or book he will hold it in a reading position so camera can see the pages.
    L/R arrows Character turn pages / roll schematic either to the left or right.
    H Swap items if items in both hands. (Right hand will put something away or
    down). If only 1 item in left hand left hand will do all the work of putting
    away, down or wear.

    2 Torso.

    3 Pants.

    4 Right hand.

    5 Left hand.

    6 Feet.

    PUSHING OR PULLING:

    P Character goes into pushing or pulling mode.
    RMB If character is near object that he can push. Like a board, cart, statue
    Or any object that can be pushed. He will get into position and be ready
    to start pushing. (Grabs onto it / get a grip on it).
    The same if character can pull something. Like a cart, dolly, something with
    rope attached.
    W You just press W to push object forward.
    S You would walk backwards if you are pulling something.
    RMB To release object being pulled or pulled.
    If you walk backwards and forwards character will swap between pushing and
    pulling. (It will know where to place hands).
    P Character comes out of pushing and pulling mode.

    DROWNING:

    If character is diving under the water the viewer slowly just becomes blurrier (as he is losing consciousness) and eventually just turns black as he dies, if he doesn’t get air in time.
    You can also hear the distress in his voice.
    There will be more air bubbles escaping in front of the viewer.
    The blurriness creeps in from the side so the player can still see the center.
    When blurriness reaches center of viewer that is when everything turns to black and character dies.

    HURT OR WOUNDED (medical needs):

    If your character is wounded his animations will reflect that. So if he jumped off a too high object and hurt his ankle he would limp when he walks or runs.
    Then he would run slower and maybe fall at random intervals.
    Character gets up himself after a fall.
    If he got shot in the shoulder he would hold his shoulder with his one hand or lean in on that side.
    His body movements will reflect what the type of hurt is. He will also bleed (mesh swap) if he got hit or scraped with something).

    M That will tell the character to heal himself. So, he will stop, sit down and take out a med kit
    from his backpack and address his wounds. You can’t control how it will fix his wounds the
    character “knows what to do”.
    M Again to either interrupt procedure and get back up.
    If he is putting a bandage on he will finish that part before he responds.
    If you just wait until character finished with healing, then he will put everything away in his
    backpack and return to state he was in before you hit M.
    So, if he had his revolver out when you hit M he will pull it out of its holster again and hold
    It in his hand after he is done.
  • edited
    LEGEND ON OR OFF:

    L Toggle to hide or show legend for keys.

    BASIC MOVEMENTS:

    W Walk. Characters leans in depending on mouse vector.
    W + Shift Run
    W + Alt / Alt Sprint
    Strafe left or right is mouse vector dependent and automatically
    kicks in. It also depends on situation or terrain.
    S Walk backwards a few steps then turns and walks in that direction.
    S + Shift Run backwards a few steps then turns and runs in that direction.

    A Turn and walk to the left facing the direction you walk.
    Strafe left a few steps if gun in hand and loosely aiming.
    Strafe left only if tight aiming.
    A + Shift Same but just faster.
    D Turn and walk to the right facing the direction you walk.
    Strafe right a few steps if gun in hand or loosely aiming.
    Strafe right only if tight aiming.
    D + Shift Same but just faster.
    V Lie down.
    C Crouch.
    Z Sit down on the ground or anything near character he can sit on.
    Space bar Jump.

    If character backs up against lower wall and you continue to press S the character will sit on the wall. If you face the lower wall and walk into it and continue to press W he will climb onto it and stand on top of it. If you run or sprint into it character will jump over lower wall.

    PICKUPS:

    Up Arrow Character will pick up any item in front of him. What he is closest to and
    facing. If it’s a note or book he will hold it so he can read it.
    L and R Arrows Flipping through pages of a book, last page will flip to back of book and
    if
    you continue to press R Arrow book will flip to front cover.
    If character is holding a piece of paper or note L and R arrows will flip it.
    Down Arrow Character puts down whatever he is holding in his hand. If he is sitting at
    A table he will put it down on the table, or if he is standing next to it
    And close to it and facing it.
    Otherwise character will put it down on the ground. He will “decide
    himself”.
    H Swap items in both hands.

    THROWING:

    LMB HARD throw. Throw far.
    RMB SHORT throw. Just throw something through a door or over a low wall.
    Character will always throw whatever he has in his right hand. If he has only one item and in the left hand he will throw with left hand.

    CLIMBING AND SITTING / LEANING:

    W, S, A, D Climb / Hop or climb over / step over / jump up very low object.
    (Just keep pressing and hold down key and character will decide what do
    to.
    Either climb up, or down, stop climbing, etc. Also, to sit in a chair you
    just walk into it, hold down key like W and character will "decide" to sit.
    To get back up you just reverse. Like the S key.)
    If you walk slowly up to ladder going down or cliff’s edge character will
    turn around and know that he needs to climb down.
    If you just run off edge character will fall or he will fall if there is no way
    To climb down.
    If you run up to a cliff edge or edge high off the ground and stop right
    on it, the character
    will lean over it for a second and lose its balance and correct itself.
    If you start sitting on a chair and in front of a table with a note or book
    on it and hit the up arrow character will finish sitting and pick up the
    note or book and read it.

    WEAPONS AND SWORD FIGHTING:

    1 If revolver is in holster, character takes it out and
    aims from the hip.
    RMB Tight aim. RMB again to come out of tight aim and just lose aim from
    hips. Swipe with a sword if sword in in right hand. (Revolver can
    still be held in left hand).
    LMB To fire any weapon or stab with knife.
    If character is holding a rock, bottle, book or any other object in his one
    hand he will throw that object.
    Stab with sword is sword in held in right hand.
    MMB Block if sword is held in right hand.
    H Swap weapons in hands.
    2 For the next weapon. If a rifle for example is slung over shoulder. Or if a
    knife in held on belt or pouch.
    3, 4 …. More weapons character is carrying on him.
    To keeps things simple character will always carry a knife through the belt and the revolver in holster. Rifles are always slung over shoulder.



    PHYSICAL FIGHTING:

    F Character goes into physical fighting mode. (He will punch and kick only
    even with weapon in hand).
    RMB Kick (Will kick with whatever leg is right for the moment).
    LMB Punch / hit hard (always with right arm and fist).
    Punch kinda blends in with hard push depending on situation.
    You can punch out a window too or break through barrier.
    MMB Block.
    F Character comes out of physical fighting mode.
    (Weapons reload automatically when empty.)

    CLOTHING:

    C If C is pressed character assumes “clothing mode” posture. He indicates with body
    language that he is ready to remove clothing, put on or swap out.
    LMB If you click and hold down, you cycle through head, hands, face (glasses), and so on.
    RMB If you press RMB character will remove whatever he is wearing on that part of the
    body selected by the LMB actions.
    C Again, character comes out of clothing mode and resumes last mode he was in before
    C was pressed.
    If you happen to have a hat in your hand while pressing RMB when head is selected character will swap out whatever is worn on the head at that time with the hat in his hand.
    Character can also remove the belt and holster with side arm. He cant put it in his backpack though but he can put a knife and the revolver in his backpack.

    BACKPACK:

    B Character goes into “backpack mode. He removes his backpack and opens it on the
    ground or on a low wall if he happens to be sitting on it or a table.
    RMB He drops whatever is in his hand into backpack.
    LMB He picks an item from his backpack and lifts it out to look at it.
    If you click and hold down LMB he cycles through everything inside backpack. This will
    continue looping until you release LMB and then he will have a single item in his hand.
    If you change your mind you drop the item in bag by pressing RMB.
    H Swap items if both hands full. He does the picking and dropping of items only with right
    hand.
    B Again, to come out of “backpack mode”. He closes the backpack and puts it back on.
    Keeps on holding the item (if he took anything out) in his hand.

    PUSHING OR PULLING:

    P Character goes into pushing or pulling mode. Gets into position and is ready.
    W / S Push or pull object.
    W / S Stop pushing W or S to release object being pulled or pulled.
    If you walk backwards and forwards character will swap between pushing and
    pulling. (It will know where to place hands).
    P Character comes out of pushing and pulling mode.

    DROWNING:

    If character is diving under the water the viewer slowly just becomes blurrier (as he is losing consciousness) and eventually just turns black as he dies, if he doesn’t get air in time.
    You can also hear the distress in his voice.
    There will be more air bubbles escaping in front of the viewer.
    The blurriness creeps in from the side so the player can still see the center.
    When blurriness reaches center of viewer that is when everything turns to black and character dies.

    HURT OR WOUNDED (medical needs):

    If your character is wounded his animations will reflect that. So, if he jumped off a too high object and hurt his ankle he would limp when he walks or runs.
    Then he would run slower and maybe fall at random intervals.
    Character gets up himself after a fall.
    If he got shot in the shoulder he would hold his shoulder with his one hand or lean in on that side.
    His body movements will reflect what the type of hurt is. He will also bleed (mesh swap) if he got hit or scraped with something).

    M That will tell the character to heal himself. So, he will stop, sit down and take out a med kit
    from his backpack and address his wounds. You can’t control how it will fix his wounds the
    character “knows what to do”.
    M Again to either interrupt procedure and get back up.
    If he is putting a bandage on he will finish that part before he responds.
    If you just wait until character finished with healing, then he will put everything away in his
    backpack and return to state he was in before you hit M.
    So, if he had his revolver out when you hit M he will pull it out of its holster again and hold
    It in his hand after he is done.
  • edited
    image
  • Looks Great! Awesome breakdown of the submarine.
  • JamesRay said:
    Looks Great! Awesome breakdown of the submarine.
    TY :-)
  • edited
    Hello everyone.
    Just dropping a quick note.
    I am on the very last level of the game, writing the story, cinematics and dialogue of the characters.
    I will be wrapping up this weekend. :-)
    There will be revisions of course but I am basically happy with the framework.
    I had a lot of time thinking about it so it wasn't very hard to "get it all out".
    About 5 months to write it.

    Next step will be casting real people for shooting 3D modeling and animation references.
    I already have a small studio in mind here in Bellingham that belongs to a theater group.
    I also have the people in mind I want to ask to perform for me so we will see how that goes.

    Game project's website is here: http://escapefrommillstation.com/
  • Story is DONE!
    219 pages.
    image
  • edited
    STATS:

    1. Start date: 27 January 2018.
    2. Date and time of completion: 6:23 pm, Tuesday 15th May 2018.
    3. Time to complete story: 3.6 months.
    4. Total pages: 219.
    5. Number of levels: 15.
    6. Number of cinematics: 116.
    7. Number of character types: 75.
  • I love the schematics that you did and although I haven't read all of the posts yet I am very impressed with you level of detail. Awesome Work!
  • I love the schematics that you did and although I haven't read all of the posts yet I am very impressed with you level of detail. Awesome Work!
    TY :-)
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