-
Notifications
You must be signed in to change notification settings - Fork 29
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
campaign (joan of arc) #100
Comments
The campaign will extend the Shotcaller base with content and features that do not exist in the minimal MOBA core. As demonstrated in games like StarCraft 2, the campaign can invent a whole new game of its own, behind the limitations of competitive play, so long as it adheres to the same fundamental gameplay mechanics. We will start by making 3 very light (2-3 minutes of gameplay) tutorial levels, as part of the Call to Adventure part of the story structure: (Step 0: Ordinary World) Call to adventure Refusal of the call Supernatural aid Crossing first threshold Belly of the whale |
Map 1. Some sort of village defense. Really it’d be Joan’s uncle doing the very first of these on his own, because Joan is ~9 years old in the first attacks. Joan would join in map 2 or 3, when she has ‘grown up’ (as much as someone who only lived to be 19 can). E.g. the leader can have max 5 units in their command. They then need to decide how many will be infantry/archer and others. In Map 1 we have two big decisions to make:
player is ambushed or somehow encounter a weaker group and we let an inital fight happen before any kind of tutorial. just to let the player react (and hopefully gather some data to base his decision upon the pawn composition) uncle defend against an inital weak invasion and while doing so, teach her about the basics |
here's an updated version considering the courrier idea: the main story is still around joan, but the player unit is a custom char that acts as a courrier while joan is at battle. we can also keep ther idea of a first map where her uncle is defeated and we gather some player feedback during his response. the first map would introduce the player to the basic controls and the shop and mechanics of the blacksmith and camp extra unit. also introduces to leader skills and passive auras joan asks the player to help save her uncle (Call to adventure), and that would be the first task: retreat an leader. after that the uncle would ask for a healing item and the player would retrieve it from the blacksmith. choice 1: bottle, quick healing or slow healing joan would ask for a second item, but this one would be stolen by the enemy while building. choice 2: boots, weapon or armor the player would run to the castle and then follow a group to conquer it back and deploy some kind of defense like leaving the uncle leader around (teaching basic shop stuff) meanwhile the camp would be taken and that would allow us to teach the camp mechanics. choice 3: infantry, archer or mounted then the objective becomes destroying the tower, after that an animation of a huge enemy force ariving and defeating her uncle. we have joan leading the next attempt but failing (Refusal of the call). animation inside church where player convinces joan to fight (Supernatural aid) and she get's back to the map and the player has to conquer the neutrals again and she will be able to turn the tide with her skills, extra army and items. |
basic controls intro: we could have a jrpg story arc start with the player coming out of bed in their room. it would also be nice to build this as an addition to crafy (same goes for char creation) so in this 'player room' map the camera would be fixed and the player would only move the char ... after the first move check there could be an item to pick in the room hidden behind something to introduce the light system and the inventory. then the player would be allowed out of their room and into the 1st map. in this bigger map scene (where joan uncle will be defeated) we would introduce camera movement (someone says "look over there" and the next check is to focus an area of interest. then a quick quest for a hidden treasure would introduce the minimap. the reward would give the player enough gold to receive the 1st blacksmith quest. |
Dialog ideas Map 1 Camera shows enemy units attacking the first tower and young joan calls for help: First mission: reach the farm while avoiding enemy troops. |
https://en.wikipedia.org/wiki/Joan_of_Arc
-img1: happy family with little daughter
-transition1 to darker context (night sky, under earth, etc)
-img2: war comming (bad guys)
-img3: simbolic way of showing the family death (blood on wall, shock face close up, empty swing, etc)
-transition2 to future (clouds, flipping book pages, hourglass, etc)
-img4: huge battlefield aerial
-transition3: zoom in on champion leader
-img5: champion defeating multiple enemies
-img6: battle over with leaders back while removing helmet
-img7: the fighter face reveal
in 1425, Domrémy was attacked and cattle were stolen.[42] This led to a sentiment among villagers that the English must be expelled from France to achieve peace. Joan had her first vision after this raid.[43]
Joan later testified that when she was thirteen, around 1425, a figure she identified as Saint Michael surrounded by angels appeared to her in the garden.[44] After this vision, she said she wept because she wanted them to take her with them.[45] Throughout her life, she had visions of St. Michael,[46]
the campaign can be easily sketched out by mapping every session of the campaign to one of the 17/12/8 steps of the Hero’s Journey:
The text was updated successfully, but these errors were encountered: