Fortress plot

Released information from various stages of VSB's development.
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Eegah
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Fortress plot

Post by Eegah » Tue Dec 23, 2003 3:34 pm

Since I finally have time I've been thinking about how to frame the fortress part of the game without having it modeled like the moonbase (having to get a disguise and such). A couple other ideas I discussed with Olzen, but one that I thought of recently was having the place attacked by a Gippazoid robot who first bombs the place (killing all the apemen, making it so the puzzles are not the same). This would require timed stuff in the vein of Space Quest, but of course, before I wrote this up I wanted to get your guys two cents.
Watch out for snakes

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Post by Eegah » Tue Dec 23, 2003 4:31 pm

Kain agreed with the idea, here's a quick couple pages from my idea of the first puzzle/cut scenes

Fortress Script

Opening Cutscene
Two apes sitting at a console with a satellite screen, and one of the other screens is pacman (or some classic game). Ontop of the console is a window where you can see the sky of the planet.

APE 1: Yep. Just another normal day.
APE 2: Yep.
APE 1: Have you ever wondered what we are... you know, in the big scheme of things?
APE 2: Hey man, you just blew my mind.
APE 1: I mean, we're just two apes...
APE 2: Apemen.
APE 1; Apemen. Whatever. What about ape women? They exist, but we're all apemen.
APE 2: There are women? I thought we were created in a test tube.

(beat)

APE 1: Aye. Suppose we were. Don't think it'd be too nice to have ape women anyhow.
APE 2: Nope.
APE 1: All hairy and such.

(Beep)

APE 2: What's that?
APE 1: Sounds like somethings approaching.
APE 2: Should I call?
APE 1: Naw, these things usually cause absolutely no harm.

Scene 1: Jail Cell

The art for this is done already, screw all of you!

LOOK WINDOW: It's a window Roger, and you can't seem to escape through it.
TOUCH WINDOW: You attempt to summon superhuman strength to break the bars, but you can barely clear sub-human.
LICK WINDOW: The window tastes like that time you licked your aunt's ashtray. That said, you want to lick it again.
SMELL WINDOW: Smell that? That's the smell of freedom. AND YOU DON'T GET ANY OF IT!

LOOK COT: It's a crappy standard jail issue cot. Smells like your cat.
“Hey, I said look, not smell, stupid!”
Quiet, you fool.
SMELL COT: Smells like your cat.
LICK COT: Why, exactly?
TOUCH COT: You reach under the mattress to find...
(window close/open)
...absolutely nothing.
(window close/open)
Sucker.

LOOK GRATE: That grate won grate of the year at grate con 2293.
SMELL GRATE: Smells grate! I know, I'm the king of comedy.
LICK GRATE: You can't, because you're TRAPPED.
(after he escapes)
Why lick a grate?
TOUCH GRATE: It's cold to the touch. No really.

LOOK AT GUY IN NEXT CELL: He looks intimidating.
SMELL GUY: Smells like he hasn't bathed in years. Reminds me of someone.
LICK GUY: No, not after that one time.
TALK TO GUY:

“Uh... hello.”
“Greetings my trapped friend!”
1- So, uh, what are you in for.
2- How long have you been here.
3- We're planning a break. You in?
4- Well, uh, I guess I better get back to waiting for death.

1-
“Well, I am trapped because I am the greatest super villain this world has EVER seen!”
“Are you aware that we can travel through the universe, and that you are captured by a villain?”
“Uh. No.”
2-
“I've been here for the last SEVENTEEN YEARS, planning to TAKE OVER THE WORLD! Ah yes! Ah-he-he-he!”
“You sound chipper.”
“I think it's the coffee.”
“There is no coffee here.”
“I know... ah-he-he-he!”
3-
“I've been working on an escape system for the last TWENTY years.”
“Oh?”
“I have... a spoon.”
“A spoon?”
“Yes.”
(add option 5- “can I have the spoon?”)
4-
“SEE YOU LATER! PAL!”
5-
“No.”
(second time)
“Well... no.”
(third time)
“Perhaps...no.”
(fourth)
“FINE TAKE THE SPOON!”

(spoon added to inventory)

LOOK BARS: They're keeping you from leaving. A closer inspection reveals that the mortar around their bottoms is relatively loose. Not that that's a clue.
SMELL BARS: Give me a break.
TASTE BARS: That'd be too Freudian.
TOUCH BARS: You can't break through them.
USE SPOON WITH BARS: Well, I suppose you could try to spoon off the mortar.
(Roger bends over to start digging)
(crack!)
Looks like the spoon is broken.

GUY: You did it all wrong, dummy. I had the perfect escape planned.
“Well, it seemed pretty obvious. Loose mortar and all.”
GUY: You fiend!

Cut to Fortress Cutscene 2

(back at the console)

APE 1: So, I thought to myself 'Disposable Ape, you're not just a number.'
APE 2: Yeah! What did you say to him.
APE 1: I said... and get a load of this. 'No on my time, stumpy!'
APE 2: Ouch. He is stumpy too.
APE 1: With his little body and such.
APE 2: Yup.
APE 1: I hate him.
APE 2: Me too.
APE 1: Well!
APE 2: So!
APE 1: Have you ever felt that we...

(beep)

APE 2: Huh, that thing is about 30 feet from the fortress.
APE 1: Well, that's no good.

(Gippazoid Robot flies up to the window and stares at the apes for a while)

APE 2: Well, looks like we're doomed.
APE 1: Killer robot and the like.
APE 2: I love you, Ted.
APE 1: Right back at you, Norm.

(Gippazoid robot touches arm, suddenly the screen goes white and there is a large explosion noise)
Watch out for snakes

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Post by pcj » Tue Dec 23, 2003 6:08 pm

That is hilarious!

Especially the part about the spoon. Is that spoon guy supposed to refer to that guy in Austin Powers, uh, Mustafa? Grate of the Year? Wow. "It's the coffee"; absolute genius.

:lol:

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Post by olzen » Sun Mar 07, 2004 11:28 am

pcj wrote:Is that spoon guy supposed to refer to that guy in Austin Powers, uh, Mustafa?
Are you sure you don't mean Dr. Evil?

Anyway, I somehow didn't read this script before and first read it now. Good job!
WARNING: Will often post redundant anecdotes about the history of the "Vohaul Strikes Back"-project.

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Post by pcj » Sun Mar 07, 2004 11:39 am

No, I meant Mustafa, where you keep asking him questions and finally he relents.

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Post by olzen » Sun Mar 07, 2004 12:07 pm

Argh! How could I forget that...
WARNING: Will often post redundant anecdotes about the history of the "Vohaul Strikes Back"-project.

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Post by pcj » Mon Mar 08, 2004 9:03 am

Quite easily, apparently.

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Fortress Take Two, Rough Draft 1

Post by Eegah » Fri Mar 19, 2004 5:05 pm

This idea went through a couple versions in my head, originally it was going to be a bit of a modification of Waffler's, then I decided to have a Space Quest 3/5 esque "Escape the Robot" type situation. After I decided that I didn't want to that, but wanted to keep the timer (Like Space Quest 1) I created this odd part of the game. There are probably a couple problems with the script, so tear it apart as you like. I tried to keep the puzzles easy, but sort of complicated. I suppose we can figure the optimal time in beta testing, but whatever. Since I got a bit afraid about that whole time thing, I tossed in that tech support thing at the last minute. The arcade sequence is relatively complicated in the explaination, but if you guys are confused by it, I can provide crudely drawn MS-Paint explainations.

Enjoy.

Fortress Script

Hintbook copy-
How do I escape jail?
-Ask you pal next door for a spoon. He'll help you out with some persistence.
Now how do I escape?
-You have to build a homemade bomb. Time is the essence! Go to the library and tell the librarian your plight. After a little guesswork the librarian will give you the 'Apearchist's Cookbook' which details how to build a bomb. You'll need gunpowder, a bag, matches, and a fuse.
- Where do I get the gunpowder?
At Apeland amusement park, there should be some left backstage at the 'SUPER AMAZING SHOW OF UNBELIABILITY'.
-I'm not tall enough to get in that show!
Push over the clown robot and steal his stilts.
-What about the fuse?
Take it from the cannon backstage.
-Bag?
Get the cane from backstage. Now go to the supermarket and try to take it, when it flies away, use the cane with the bag.
-Matches
Supermarket, end of the aisle, just grab them, and then unplug the security device.
-Now what?
Put the bomb together, place it on the rubble, light it, and run away, then enter the escape bay and use the escape pod.


Opening Cutscene
Two apes sitting at a console with a satellite screen, and one of the other screens is pacman (or some classic game). Ontop of the console is a window where you can see the sky of the planet.

APE 1: Yep. Just another normal day.

APE 2: Yep.

APE 1: Have you ever wondered what we are... you know, in the big scheme of things?

APE 2: Hey man, you just blew my mind.

APE 1: I mean, we're just two apes...

APE 2: Apemen.

APE 1; Apemen. Whatever. What about ape women? They exist, but we're all apemen.

APE 2: There are women? I thought we were created in a test tube.

(beat)

APE 1: Aye. Suppose we were. Don't think it'd be too nice to have ape women anyhow.

APE 2: Nope.

APE 1: All hairy and such.

(Beep)

APE 2: What's that?

APE 1: Sounds like somethings approaching.

APE 2: Should I call?

APE 1: Naw, these things usually cause absolutely no harm.

Scene 1: Jail Cell

The art for this is done already, screw all of you!

LOOK WINDOW: It's a window Roger, and you can't seem to escape through it.
TOUCH WINDOW: You attempt to summon superhuman strength to break the bars, but you can barely clear sub-human.
LICK WINDOW: The window tastes like that time you licked your aunt's ashtray. That said, you want to lick it again.
SMELL WINDOW: Smell that? That's the smell of freedom. AND YOU DON'T GET ANY OF IT!

LOOK COT: It's a crappy standard jail issue cot. Smells like your cat.
“Hey, I said look, not smell, stupid!”
Quiet, you fool.
SMELL COT: Smells like your cat.
LICK COT: Why, exactly?
TOUCH COT: You reach under the mattress to find...
(window close/open)
...absolutely nothing.
(window close/open)
Sucker.

LOOK GRATE: That grate won grate of the year at grate con 2293.
SMELL GRATE: Smells grate! I know, I'm the king of comedy.
LICK GRATE: You can't, because you're TRAPPED.
(after he escapes)
Why lick a grate?
TOUCH GRATE: It's cold to the touch. No really.

LOOK AT GUY IN NEXT CELL: He looks intimidating.
SMELL GUY: Smells like he hasn't bathed in years. Reminds me of someone.
LICK GUY: No, not after that one time.
TALK TO GUY:

“Uh... hello.”
“Greetings my trapped friend!”
1- So, uh, what are you in for.
2- How long have you been here.
3- We're planning a break. You in?
4- Well, uh, I guess I better get back to waiting for death.

1-
“Well, I am trapped because I am the greatest super villain this world has EVER seen!”
“Are you aware that we can travel through the universe, and that you are captured by a villain?”
“Uh. No.”
2-
“I've been here for the last SEVENTEEN YEARS, planning to TAKE OVER THE WORLD! Ah yes! Ah-he-he-he!”
“You sound chipper.”
“I think it's the coffee.”
“There is no coffee here.”
“I know... ah-he-he-he!”
3-
“I've been working on an escape system for the last TWENTY years.”
“Oh?”
“I have... a spoon.”
“A spoon?”
“Yes.”
(add option 5- “can I have the spoon?”)
4-
“SEE YOU LATER! PAL!”
5-
“No.”
(second time)
“Well... no.”
(third time)
“Perhaps...no.”
(fourth)
“FINE TAKE THE SPOON!”

(spoon added to inventory)

LOOK BARS: They're keeping you from leaving. A closer inspection reveals that the mortar around their bottoms is relatively loose. Not that that's a clue.
SMELL BARS: Give me a break.
TASTE BARS: That'd be too Freudian.
TOUCH BARS: You can't break through them.
USE SPOON WITH BARS: Well, I suppose you could try to spoon off the mortar.
(Roger bends over to start digging)
(crack!)
Looks like the spoon is broken.

GUY: You did it all wrong, dummy. I had the perfect escape planned.
“Well, it seemed pretty obvious. Loose mortar and all.”
GUY: You fiend!

Cut to Fortress Cutscene 2

(back at the console)

APE 1: So, I thought to myself 'Disposable Ape, you're not just a number.'

APE 2: Yeah! What did you say to him.

APE 1: I said... and get a load of this. 'No on my time, stumpy!'

APE 2: Ouch. He is stumpy too.

APE 1: With his little body and such.

APE 2: Yup.

APE 1: I hate him.

APE 2: Me too.

APE 1: Well!

APE 2: So!

APE 1: Have you ever felt that we...

(beep)

APE 2: Huh, that thing is about 30 feet from the fortress.

APE 1: Well, that's no good.

(Gippazoid Robot flies up to the window and stares at the apes for a while)

APE 2: Well, looks like we're doomed.

APE 1: Killer robot and the like.

APE 2: I love you, Ted.

APE 1: Right back at you, Norm.

(Gippazoid robot touches arm, suddenly the screen goes white and there is a large explosion noise)

Return to the jail cell, except now the bars are bent askew and in general the place is crumbling. There are several bricks on the floor. The scene would need to be slightly redrawn, but not too much so.

Narrator- You hear some voice come over the loud speaker.

Gippazoid Robot- Greetings I am the Destructo-Robot 1000-42. I have been commissioned to destroy the one Roger Wilco, who has committed mail fraud and illegal destruction of one robot, and the even more illegal reprogramming of another. Sadly, due to his subversive nature, I have been instructed not to go directly after him but set the self destruct mechanism in this fortress. Have a nice day.

(A clock shows up in the right hand corner with 10- though we can tweak this later to see what time is the optimal time, plus a minute)
Narrator- Well, Roger, looks like you're in hot soup now. You better get out of here.

(Roger automatically exits to the west)

If Roger waits out the timer, then

DEATH- Roger squished
“I guess you got gonged, Roger.”

Scene 2: Crossroads
The scene is a crossroads of six hallways all heading off in several directions. To the south, it heads back to the jail, but Roger has no need to go back there. To the west there is an exit with a large, flashing sign that says 'EMERGENCY EXIT'. To the northwest, north, and east there are all other passages, which aren't labeled. On one of the walls is a panel which looks like an intercom.

LOOK SIGN- I think it's relatively self explanatory, Roger.
TOUCH SIGN- The sign will file charges on a later date.
SMELL SIGN- YOU BURN YOUR NOSE OFF! OH THE HUMANITY!

Just kidding.

LOOK INTERCOM- It's an intercom, you can use it for general communication and what not. You know how it is.
TALK TO INTERCOM- Let's see who's on it.

ROGER- “Hello?”
LESLIE- “This is the Gippazoid robot tech support, you are talking to Leslie, how may I help you?”
ROGER- “How are you connected to the intercom?”
LESLIE- “Are you aware that each minute will cost you 12.75 buckazoids?”
ROGER- “No ma'am.”
LESLIE- “Then get to the point.”
1- “One of your crazy robots is after me and he set the building to self destruct!”
2- “What are you doing later?”
3- “You keep doing that thing you do.”

1-
LESLIE- “Let me check....”
(beat)
LESLIE“Do you have an adapter?”
ROGER- “No.”
LESLIE- “Are you in Europe, are you using PAL or NTSC?”
ROGER- “I'm in space.”
LESLIE- “I see... and is the robot crashing immediately or does he boot up first?”
ROGER- “No, look he set the self destruct thing and...”
LESLIE- “Okay fine, let me contact him.”
ROGER- “Thank you.”
(beat)
LESLIE- “Alright, he says that he can put in another five minutes just for you, do you want that?”
1- Yes.
2- No, I'm a rugged go-getter.

1- LESLIE- “Alrighty.”
(5minutes added to the clock) (This can only happen once)

2-
LESLIE- “Well then...”

2-
LESLIE- “I'm actually a robot, sir.”
ROGER- “That's okay, I'm married anyhow.”

3-
LESLIE- “Just because you said so, I will.”

EXIT WEST- Go to Scene 3, Blocked Exit

EXIT SOUTH- Roger- “Hey, I just escaped from there, heck with that.”

EXIT NORTHWEST- Go to Scene 5, Apeland Amusement Park

EXIT NORTH- Go to Scene 7, The Supermarket

EXIT EAST- Scene 4, the library

Scene 3: Blocked Exit
The scene is a long horizontal hallway with a large painting that says EXIT RIGHT THIS WAY and an arrow pointing to the west. There is a gigantic piece of wreckage blocking the west. Thus the title of 'Blocked Exit'

Narrator- Well Roger, looks like you plum lost this one. Your future and the future of Xenon as we know it doomed forever.
Roger- Well, I might find some way to get past this.
Narrator- I dunno, I've been with you your entire life, and you aren't ever resourceful. Well, except for those six times, and maybe two other times inbetween those six times, and maybe another time after those six times, and maybe a couple minigames made in Klik and Play, but aside from that you've never demonstrated yourself to be that resourceful.
Roger- Well... that is true.

LOOK DEBRIS- It's a huge chunk of the fortress which decided that the best course of action would be to continently block your way so we can pad out the game for a couple more minutes.
PUSH DEBRIS- Yeah, you're really strong enough to push the debris, Roger. Guess what, I was being sarcastic. STUPID.
SMELL DEBRIS- What do you think a chunk of building which has spent its entire life surrounded by stinky apes smells like. That's right.
TALK TO DEBRIS-
Roger- “Oh... you'll live to regret this, debris!”
USE HOMEMADE BOMB WITH DEBRIS- You stuck the bomb to debris.
LIGHT HOMEMADE BOMB- Okay, you've now lit the bomb, now I think the best course of action is to RUN!
If Roger stays until the fuse runs out, then

DEATH- Roger explodes into several different pieces
Title- “Roger, you know I expected a little more of you.”

EXIT WEST- To Escape Bay, scene 8

Scene 4- Library
Despite the silliness of the surroundings, the library is a very sober and plain place. Bookshelves cover the walls, and there are several small rows. In a chair behind a desk is an apeman with thick hornrimmed glasses. There is a sign on his desk along with several papers. The sign is labeled 'Librarian'. Next to that sign is a sign that says 'Don't touch the librarian.' There are flashing lights on the top of the room stating 'evacuate'.

LOOK BOOKS- It looks like there are tons of books, Roger. You know how it is. A library and all.
TOUCH BOOKS- Librarian-”DON'T YOU DARE TOUCH THOSE, YOU LITTLE CRETIN!”
TALK BOOKS- If books could talk they'd call you a loser.
Roger- “But a loser with a baby on the way. You know what that means, right? Right?”
Shut up.

LOOK LIBRARIAN- It's an old apeman. Despite the fact that certain death is coming, he seems oblivious to all.
TOUCH LIBRARIAN- Librarian-”IF YOU TOUCH ME, I'LL KILL YOU, YOU CRETIN!”
TOUCH LIBRARIAN AGAIN-
Librarian- “I just plain don't like you. Therefore, I won't let you finish the game by giving you the integral information you need to escape. I hope you're happy, Roger Wilco.”

DEATH- Squished Roger
“Who knew that the sign wasn't a joke?!”

TALK TO LIBRARIAN
Roger- “Hey hey, what's happening, home fry?”
Librarian- “Don't you give me any of that young flim-flam. I'm not having it today.”

1- “So, lots of books.”
2- “The place is going to blow!”
3- (only show if Roger has tried to escape and was blocked) “Do you know how to make a bomb?”
4- “GOOD BYE!”

1-
Librarian- “Yeah, we got it on a relatively generous donation from Doctor Zaius.”
2-
Librarian- “What?”
Roger- “This building is set to self destruct!”
Librarian- “No it isn't. I've been here 34 years and that's never happened.”
Roger- “I'm pretty sure you were just created in a test tube.”
Librarian- “What did I say about that young flim-flam?”
3-
Librarian-”Nope, lent it out.”
Roger- “Awww man!”
Librarian- “Yeah, I took it myself, I needed to make a bomb to clear out the patio.”
Roger- “Please, Mister?'
Librarian- “Oh, I bet there's something you can do for me. I want you to find me the seven parts of the map to pirate gold. They're hidden throughout this fortress. If you find all of them, I might give you the book.”
Roger (looks at player for a moment) “I don't have time for that.”
Librarian- “Never have time, do we? Heh heh. Young folks. Always in a rush. Never stop to think that they're standing right ontop a treasure trove of pirate gold.”
Roger- “Please Mister, it's awfully important.”
Librarian- “Fine, fine. Where's your library card?”
Roger- “Do I have to forge one?”
Librarian- “That's the standard puzzle. But I'll let you off this time.”
Roger- “Gee whiz, you won't never regret this.”
Librarian- “Oh pshaw.”
(add to inventory 'The Aperchists Cookbook')
5-
Librarian- You best be running, I've eaten people's legs.

Aperchist's Cookbook description
“It's a book about how to make bombs. According to this tome all you need is a bag, a fuse, some gunpowder, and then follow the advanced diagrams inside.
Roger- Advanced?
Yeah, I know, but try your darnedest.
Roger- Okay.”

Scene 5- Apeland Amusement Park
A gigantic amusement park with a painted sky fills this room. A huge sign fills the left upper half 'Apeland Amusement Park!' (this might have to be scrolling). As far as the player can see there are rollercoasters, with the requisite loops, corkscrews, and large dives. At the right of the screen there is a sign which points to the 'SUPER AMAZING SHOW OF UNBELIABILITY' with, in small print 'THE MOST EXPLOSIVE SHOW YOU'VE EVER SEEN! AMAZING CANNON EXPLOSION FUN!'. (with a little painting of apes dressed as women doing that kick line thing) The arrow points to a path that twists around to a building where there are two entrances one that says 'backstage' the other 'the show'. In front of the passage to the show is a clown which has a finger pointing just above how tall Roger is. To the left of it painted on is a sign that says 'You must be this tall to see the show'. Walking around oblivious to the danger is a clown robot on stilts. There is a small bush that Roger can hide behind at the far right corner of the screen.

UPON ENTERING THE FIRST TIME-
Roger- “What the hell is this?”
Why, Roger. It's Apeland Amusement Park! The simply most fun place on this frozen planet!
Roger- “Why? And how? And then... why again?!”
Vohaul knows that the best populace is a motivated one. Wouldn't you be motivated if you had a whole AMUSEMENT park?
Roger- “But this is absurd!”

(there should probably be tons of sight events, which I'll leave to other people to write when the art's done, or do when the art's done.)

LOOK CLOWN ROBOT- While I know you've always been afraid of clowns, this one is at least far higher than you, so it can't give you nightmares eye to eye.
PUSH CLOWN ROBOT- (Roger attempts to push it, but it moves away too fast)
PUSH CLOWN ROBOT WHILE BEHIND BUSHES- (Roger pushes over the robot, which breaks into little pieces. The stilts are okay, though)
TALK TO ROBOT- Roger- “No, I think I'll avoid a voluntary discussion with a clown.”
TAKE STILTS (when on ground)- You have acquired the stilts, not unlike the flu, or gout.

WALK PAST 'You must be this tall'-
Voice from painted clown- (unemotional- robotic)”Heh heh! You must be this tall to enter the show. It features mature ape content I'm sure you wouldn't understand. Why not have some cotton candy?”
(add to inventory, Cotton Candy, which serves absolutely no use in the game)
(loud zap noise, as the clown fires to keep Roger back)
Roger- “I guess he means business”
WALK PAST 'You must be this tall' while wearing stilts- Nothing happens.

LOOK AT COTTON CANDY- It looks like delicious fun!
EAT COTTON CANDY/ USE ON SELF- Well there you go, you just ate the cotton candy, and you'll never have another chance to get it ever in this game. Smooth move. This is just like that time you forgot to throw the boot at that cat.

Go to SHOW door- “I doubt the show is on.”
Go to BACKSTAGE door- Enter scene six, BACKSTAGE.

Scene 6- Backstage
This is actually a small scene. There is a door out on the left, and to the right you see the corner of a curtain. At the edge of the curtain leaning against the wall is an old vaudeville style cane. It's long. There is a large cannon sitting in the center (with a fuse sticking out of it), with several boxes of gunpowder right next to it. Behind it, on the wall, is a multitude of bizzare masks we could probably put references in (Astrochicken, the Terminator, the Creature from the Black Lagoon, Ringo, etc)

(once again, I'll leave most of the description writing for other writers or myself after I see the art. Procrastination and passing the buck, that's the way!)

LOOK AT MASKS- It's an amazing combination of great masks. It reminds you of that time you visited that guy in Termina.
TAKE MASKS- You don't want to disturb the masks, even though they won't exist soon.

LOOK AT GUNPOWDER- It says on the side 'Gunpowder'. It's probably one of those things that no adventure game character can go without.
TAKE GUNPOWDER- Acquired!
(add gunpowder to inventory)

LOOK AT CANE- Looking at one of these things reminds you of that time you tried to do that stand up show...
TAKE CANE-
ROGER- “I'll probably need this if I see any bad acts or something.”
(add to inventory)

LOOK CANNON- It looks like a standard circus act cannon.
TOUCH CANNON- It feels like you always imagined it would feel.

LOOK FUSE- A fuse is sticking out of the cannon, presumably for humorous antics involving the extreme pain of the party within the cannon.
TAKE FUSE- Why not?
(add fuse to the inventory)

EXITS- Door to the left goes to Scene 5, the amusement park.
Scene 7- The Supermarket
Roger enters from the south (so no seen exit door). Though, there are those thief detector doodads that you find in record stores guarding the exit, they are plugged into a wall socket. To the right, there is a checkout scanner dealie, with one plastic bag hooked onto a metal holder. The bag is next to a large fan, which is blowing the bag, despite the fact it is staying in place. Across the center there are three pointless aisles which are all full of either bananas or whatever amusing references we can stick in (see QFG2, Dervish's shelves), at the end of one aisle is matches. The floor is yellow and purple tiles. Across the back wall just behind the aisles there is a “BUY 3/4ths GET 3/8ths FREE SALE” sign.

LOOK FAN- For whatever reason, probably for some devious, Incredible Machine-esque puzzle, a fan has been positioned here.
TOUCH FAN- Despite your tries, you can't find an on/off switch.
TALK TO FAN-
DEATH- IMAGE- Roger with tongue strung around the fan blades.
COMMENT- “Well, that was just plain dumb. You really have outdone yourself.”

LOOK BAG- Just a plastic bag, waving in the artificial breeze.
TAKE BAG- You go to grab it and it escapes your grasp!
(it flies away and gets caught on the top of one of the aisles)
TAKE BAG (after it flew away)- It's out of your reach, padre.
USE CANE WITH BAG- (Roger pulls one of the handles of the bag towards himself with the bag, and its added to his inventory)
Wow, that was quite inventive of you!

LOOK MATCHBOX- It reminds you of all the fun you had as a young lad making cars out of those things.
ROGER- “I never did that!”
Well, yeah... but if you have memories like that, the audience identifies with you better. You know, marketing.
ROGER- Well, if it's for marketing... I remember it now.

TAKE MATCHBOX- (appears in box, even in talkie version)

ATTENTION: DESPITE WHATEVER THIS GAME MAY IMPLY, FIRE IS NOT SOMETHING THAT YOU CAN JUST PLAY WITH! IF YOU ARE A YOUNG PERSON (UNDER 18) PLEASE ASK YOUR PARENTS ABOUT THE CORRECT CONTEXTS THAT A MATCH CAN BE USED. DO NOT, UNDER ANY CIRCUMSTANCE, USE MATCHES TO LIGHT THE FOLLOWING ON FIRE:
Your house
Your hair
Your television set
Your pet
Your oil collection
Your worst enemies
Your greatest friends
Your illegally obtained drugs (void in Amsterdam)
Your legally obtained drugs (it's a nasty habit)
And various other objects of personal or public interests

REMEMBER, IT IS THROUGH YOUR VIGILANCE THAT WE CAN CREATE A BETTER WORLD.

---Thanks, the Vohaul Strikes Back Team
Now, get back to the game, Star Cadet!

ROGER- “Our legal people made us put that in.”

TRY TO WALK OUT WITH MATCHES- (Alarm goes off via the thief detector thingies, Roger steps back, a gun pops out of the top of the device)
Roger- “Hmm... I could just walk by these... but I would be beset by incredible guilt. Also, there is a gun pointing at me now.”

TRY TO WALK OUT AGAIN-
(Roger gets shot)
DEATH- IMAGE- Roger with smoking hole in his head.
COMMENT- Roger, I could have sworn that you were given clear warning.

LOOK SECURITY THINGIES- Its a pair of those security doodads. You know, those things that make sure you don't steal anything.
TOUCH SECURITY-
Roger- “I feel safe, knowing that they have these to protect the common man.”

LOOK PLUG- It's a plug to the security device. What stupidity.
PULL PLUG- Now you are safe to leave the store if you stole anything. While you may be safe to leave the store, you must realize now you are denied eternal life.
Roger- Well, shucks.
(Now Roger can leave with the matches)

EXITS
SOUTH- Scene 2, crossroads.
<a name="shuttlebay"></a>
Scene 8- Escape Bay
In the center of the room is a large, large, large cannon shaped machine, which is pointed at the moon (which you can see through a huge window which the cannon protrudes). Stuck on the cannon is a monitor which is black when Roger enters. At the end of the cannon is a ramp where there are several small cannonball looking escape pods.

LOOK CANNON-
Roger- “That's the eighth largest cannon I've ever seen!”
It would have been the largest if you hadn't decided to take one of your first dates to the 'Big Cannon Museum'
Roger- “It was a good idea at the time.”

LOOK ESCAPE POD- It's an escape pod, alright.
OPEN ESCAPE POD- You enter the escape pod.
(The monitor then lights up, and counts down '5..4..3..2..1', Roger is then fired out of the cannon)

(Overhead shot of the fortress as Roger shoots out, and it then explodes. The gippazoid robot looks at the escape pod, and shoots off after it)

Scene 9- Arcade Sequence

Game description- Roger can turn his ship on a predetermined track which is a circle in the center of the scene. In the distance, getting closer and closer as time passes, is the moon. The pod is towards the center, so the player can see the gippazoid robot following after him. The robot fires at him, and he has to spin away, as time passes the robot shoots off more and more, until asteroids begin coming from the distance (few at first, then many). So Roger has to avoid both his shots and asteroids coming on. After a bit of playing, the robot hits an asteroid, and Roger flies onto the moon's surface.

The player can opt to skip the game, and also has a choice to save before the game, and if its possible, difficulty choices.
Watch out for snakes

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Post by pcj » Fri Mar 19, 2004 5:23 pm

Wow! Just finished reading it, sheer genius. I really liked the part with the "legal department" insert, that was great. The tech support thing was good, too.

Fantastic job, Eegah.

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Post by Eegah » Fri Mar 19, 2004 11:01 pm

Fun fact: An earlier draft of this had the crossroads split off in five different directios, and each direction would lead to one of the needed ingrediants (matches, etc). I don't know if it was the fact that it was infeasible or plain laziness that made me decide to cut out the two extra rooms.

And also, something I didn't note in the script, but I think would be funny, is when he assembles the bomb, the combined bomb looks like a standard cartoon bomb (black, fuse sticking out), with no evidence of the bag, the fact that he's not really smart, etc.

Thanks for the positive feedback, pcj. I was a bit worried I went a bit too out there. In planning this I almost made it just like the moonbase, which is more vanilla (plain futurey) and then decided to just sort of go all out, because I wanted to have an amusement park. I don't what exactly I was thinking at the time, but I knew that an amusement park would be the way to go.
Watch out for snakes

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Post by pcj » Fri Mar 19, 2004 11:23 pm

Yeah, I think the amusement park is a great idea, and very well may help to provide an "epic" feel for the game without having to try too hard.

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Re: Fortress Take Two, Rough Draft 1

Post by pcj » Sat Mar 20, 2004 8:46 am

Eegah wrote:Scene 8- Escape Bay
In the center of the room is a large, large, large cannon shaped machine, which is pointed at the moon (which you can see through a huge window which the cannon protrudes). Stuck on the cannon is a monitor which is black when Roger enters. At the end of the cannon is a ramp where there are several small cannonball looking escape pods.

LOOK CANNON-
Roger- “That's the eighth largest cannon I've ever seen!”
It would have been the largest if you hadn't decided to take one of your first dates to the 'Big Cannon Museum'
Roger- “It was a good idea at the time.”

LOOK ESCAPE POD- It's an escape pod, alright.
OPEN ESCAPE POD- You enter the escape pod.
(The monitor then lights up, and counts down '5..4..3..2..1', Roger is then fired out of the cannon)

(Overhead shot of the fortress as Roger shoots out, and it then explodes. The gippazoid robot looks at the escape pod, and shoots off after it)

Scene 9- Arcade Sequence

Game description- Roger can turn his ship on a predetermined track which is a circle in the center of the scene. In the distance, getting closer and closer as time passes, is the moon. The pod is towards the center, so the player can see the gippazoid robot following after him. The robot fires at him, and he has to spin away, as time passes the robot shoots off more and more, until asteroids begin coming from the distance (few at first, then many). So Roger has to avoid both his shots and asteroids coming on. After a bit of playing, the robot hits an asteroid, and Roger flies onto the moon's surface.

The player can opt to skip the game, and also has a choice to save before the game, and if its possible, difficulty choices.
One question olzen and I had, though. Is this scene the same as the other shuttlebay scene?

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Post by olzen » Sat Mar 20, 2004 12:59 pm

Awesome stuff. I also have another question besides the shuttlebay-one. Seen this? You might want to put it in the jail scene if you deem it suitable.
WARNING: Will often post redundant anecdotes about the history of the "Vohaul Strikes Back"-project.

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