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Design Test: Action / Adventure

PREMISE
The player, a battle robot, is part of a siege against an interstellar fortress-ship which must be
destroyed through sabotage.
STORY INTRODUCTION
You awaken to the familiar sound of reveille crackling through your
intercom: **ALL PODS: LAUNCH** before a jolt of pressuried ejection
into weightlessness. *Impact in 10* Your target looms before you, an
ancient hulk, relevant data already resolving alongside its image on the
screens lining the interior of your delivery craft. *Impact in 5* You feel
for your sidearm as you scan your objectives, its absence telling you
what you haven!t yet read, *Impact in 2* this one isn!t going to be
easy.
*.*
WEAPONS
Power Enhancement
- "escription: #elee attack. $haracter punches, dealing significant damage. %hen an enemy
is destroyed in this way, a bonus to all damage, movement speed and attack speed is
earned. This bonus lasts & seconds and can stack up to & times.
- 'dvantages: %hen fully charged with stack bonuses, player becomes a force to be
reckoned with. $an be used to plow through groups of enemies
- "isadvantages: $an only affect one target at a time, relatively slow initial attack speed and
melee range will make the player very vulnerable to ranged attacks.
Chain Grenade
- "escription: #id-range weapon. (f the grenade hits an enemy, that enemy will detonate and
be destroyed after ) seconds. (f any other enemies are in the blast radius, instead of taking
damage they are then likewise infected. There is no limit to the number of times this effect
may occur. *+ second cooldown after a successful use. (f the grenade hits no target, there is
no effect, and the cooldown is instead & seconds.
- 'dvantages: ,ighly effective against closely grouped enemies, -fire and forget- weapon.
- "isadvantages: .ong cooldowns re/uire strategic use. 0seless if it misses its target.
Adaptive Carine
- "escription: #id to .ong-range weapon. 1ully automatic capability with high initial accuracy
which rapidly degrades when continually fired. The longer a shot travels, the more damage it
will deal. 2iew on reticule may be magnified by using its scope.
- 'dvantages: (deal for single target sniping. 0seful against groups when employing
controlled bursts. 3apid fire can be used for effective suppression.
- "isadvantages: .ow damage at close range, becomes inaccurate very rapidly.
!RIEND"Y NPC#
"amda $%
"escription: ,igher ranking soldier than 4layer. #ember of ill-fated .ambda s/uad.
.eads 4layer to an objective but is destroyed by a sniper in the process.
'ctions: 5peaks to 4layer. #oves along route, removed at route destination.
&eta $'
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"escription: #ember of 6eta s/uad. 'ssists player briefly before departing to rejoin
s/uad.
'ctions: 5peaks to 4layer. #oves along route, activates trigger7 panel, e8its through
door at route destination.
ENEMIES
0nless if otherwise noted, all enemies are e/uipped with one 'daptive 3ifle.
G(ard
"escription: %eakest and most common enemy. (naccurate shot.
Specia)i#t
"escription: 3esistance to 'daptive 3ifles.
#ore accurate than the 9uard.
Sniper
"escription: #otionless. .ong intervals between shots, high accuracy.
&er#er*er
"escription: ,igh damage resistance. :nly armed with 4ower ;nhancement.
3ushes the player as directly as possible.
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EN+IRONMENT, SCENARIO - ENCOUNTER DESCRIPTIONS
Overa)) Map
5howing route player must take from start to finish.
Promenade
This area is defined by large, open areas with plenty of objects on the ground to use as
cover. 3esistance will be light here, but 5nipers will also be stationed along catwalks to pick off
unwary trespassers.
<= The player begins in a small room with a single door, armed with only 4ower
;nhancement. The 9reen door is triggered by standing on the associated 9reen floor panel.
)= (nside the ne8t room the player will encounter an enemy 9uard. The enemy will initially
have its back to the player. 5tanding on the Yellow floor panel triggers the Yellow door.
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*= The player must leap from a high catwalk into a group of * enemy 9uards below, still
armed with nothing more than 4ower ;nhancement. 'fter defeating them, .ambda +< appears
and relates the demise of the rest of its s/uad, then tells you to follow it.
>= .ambda +< will move a short distance while mentioning there may be snipers in the
area. :nce this dialog ends, it will be killed by a sniper round from a catwalk above. The player
may e/uip the 'daptive $arbine .ambda +< dropped and return fire.
&= ' well-fortified sniper nest on the catwalk prevents the player from /uickly advancing
while several guards accompanied by ) 5pecialists attack from the far end of the hall.
Staroard En.ineerin.
#ore compact than the 4romenade, ;ngineering will likewise be more dense with enemy
enforcement. $lose /uarters combat will be especially common here.
<= 0pon entering this room, the player will meet 6eta +?, standing on the other side of a
transparent wall. (t asks you to open the door for it, promising to return the favor. %hen the
:range panel is triggered, 6eta +? runs to the 4urple panel, which opens the 4urple doors for the
player, and then e8its through the second set of :range doors, which then close.
)= The player may find and e/uip the $hain 9renade here. * 6erserkers who rush up the
stairs with 4ower ;nhancement e/uipped. They are reinforced by ) 5pecialists and * 9uards,
who fortify the base of the stairway as well as a roost near @*=.
* A >= %hile moving up this second flight of stairs, doors will open which release *
6erserkers each. The door near @>= will open & seconds after the door near @*=
&= ' raised platform, only accessible by ;levators @;= on either side, houses a sniper and
* 5pecialists. (n order to advance, the player must trigger both the 6lue and 3ed floor panels.
6oth panel rooms contain > 9uards and < 6erserker, all of whom will not attack until the 4layer
enters their respective room.
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Centra) Reactor Core /CRC0
' single he8agonal chamber, broken into multiple levels, housing the $3$ itself. The
player will need to progress upwards through each level encountering heavy resistance in order
to fully sabotage the 3eactor and complete the mission.
<= 0pon entering this 9reen circle, the player will be informed to remain within it while a
virus is downloaded to the ship!s $3$ mainframeB %hile this is happening, ;levators @;<= will
begin to bring waves of * 9uards and < 5pecialist up to engage the player. The player may
attempt to attack the enemies before they arrive, as the elevators have no roof. (f the player
leaves the 9reen circle, the download progress will be paused until the player returns.
)= 5imilar to @<=, the player needs to download the second phase of the virus. 't this point
however ;levators @;)= will begin to bring waves of > 5pecialists up, while @;<= bring snipers.
Though this second level is higher than the first, the 5nipers will have a shot should the player
come too near the edge. :nly < sniper per ;levator will be present at a time.
*= %hile ;levators @;<, ;)= bring 5nipers, ;levators @;*= bring waves of * 6erserkers up,
forcing the player to contend with both very short and very long range battles simultaneously.
%hen the player has completed downloading the *rd phase of the virus, victory will be achievedB
+ICTORY
**MISSION SUCCESSFUL!** You can barely make out the elation of your comrades crackling
over the fre/uencies as the $3$ begins to tear itself apart, wrenching large chunks of the ship
down with it. *Tran!"r Ca#i$rati%n in pr%&r"...* You watch as your former enemies
scramble to save themselves, so recently bent on your destruction, now not even aware of your
presence *Ca#i$ratin&...* **CH'()*#a+ t% 'a," ait"+ in t'i ,ict%r-. An+ -%. ma-
$" p#"a"+ t% )n%/0 $"ca." %! -%.0 1"ta 2.a+ /a a$#" t% acc" t'"ir c%mp#"t"
map 3#".**
-%ell done, 6eta +?.- you say as you take a seat, your internal temperature e8ceeding three
times the recommended limit for your model as the $3$ chamber glows with the radiance that
only a catastrophic meltdown can provide. *Ca#i$ratin&......* -( look forward to joining you on
their homeworld.-
*C%mp#"t".*
*Tran!"rrin&.*
*.*
**ALL PODS: LAUNCH**
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