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Fluid Dynamics

The Knights Cowards

Level 0

Level 0a

Level 0 is designed with the intent of subtly teaching the player some of the simple and familiar
rules of the game world. Rather than having NPCs that players interact with directly for quests, the
NPCs are actively involved in struggles described passively. This is concept is first introduced to the
player in Level 0. A man on the road has a cart with no live stock to pull it, and actively tries to
persuade his cow out of a tree. This side quest is completely optional to the player, but makes itself
immediately known. Further up the road, the trees root has grow over the road, with a plank of wood
lodged under it. Squire is able to pass via vines on the tree, and must continue forward leaving behind
Bowman. The player inevitably will walk over the plank of wood and discover that it pivots. The player
must place Bowman on one side of the plank and stand or jump on the other side to lift Bowman up
onto the root and down onto the other side of the plank.
Moving forward the player will discover a rock formation which can be climbed.

Level 0b

Upon approaching the rock formation, the goose nesting above the cave entrance will swoop
down and block their path. The player must find a solution to the goose. Climbing the rock formation,
the player will be able to jump to a branch high in the tree. From here, they may climb across the vines,
retrieving the cow to return it to the man, or jump down onto the plank opposite side of Bowman.
Doing so launches Bowman to the branch above, giving Bowman a clear shot of the goose. Shooting
the goose clears the path, and Squire and Bowman may proceed into the cave.

The Knights Cowards


Narrative Outline

Background
Squire is forced into position of squire by his father, because Father has old world values
about manhood and his son is a coward.
Departure
Call to Adventure
Having lost his position as a knight, Knight goes looking for a job as a knight. He,
however, fails at this endeavor, because he only fights with his fists and is a terrible
knight. Knights solution to this problem is to go hunting dragons and stealing the gold
they guard.
Refusal of the call
Squire, terrified of such a journey, contemplates a way out, such as running away.
Squires crippling fear of the outside world, only knowing the protection of his father
and Knight, drives him to follow Knight on his quest.
Supernatural Aid
Mysterious Cave Ghosty(MCG) Shows up in the first dungeon and provides hints and
story elements. Is secretly dead Dad.
Crossing the Threshold
After first encounter with MCG, Squire and Bowman are faced with their first
aggressive enemy.
Belly of the Whale
First dungeon boss battle
Initiation
Road of Trials
Dungeons
Meeting with the Goddess
Discovers a love for nature, upon exiting a dungeon to the sight of beautiful something
nature.
Woman as Temptress
Runs away. Takes a boat and leaves.
Atonement with Father
MCG appears and reveals to be his father. Explains death, apologizes for treatment,
shares wisdom. Tells of Knights predicament forcing him to return.
Apotheosis
Returns to save Knight and Bowman from certain doom
Ultimate Boon

Escape peril just in time, but lose all the wealth received over the game.

Return
Refusal of Return
Having found courage in dungeoning, and losing the riches, Squire is determined to
regain their riches rather than return home.
Magic Flight
Attempts to re-enter the dungeon and retrieve the lost riches, against judgment of
companions.
Rescue from Without
In failure, Squire is ejected from the dungeon, leaving Bowman and Kinght to carry
Squire off and they hitch a ride with a cart carrying hay.
Crossing of Return
On the journey returning home, Squire teaches Bowman to face fear.
Master of two worlds
Comes home to help Mother and take on defensive duties of the town, like Father.
Freedom
Lives happily ever after, teaching local populous self defense.

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