UPDATE time
I was thinking of a new way of boosting the horror element by adding prelude maps for scenarios, for example, this prelude map is for that huge boss fight a few pages earlier. this map is supposed to:
- offer hints about how can you beat the monster(aka you need long-range weapons)
- offer information about the game lore
- some character development
- tension slowly increases by fear of the unknown and mistery.
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We had this script for text speech bubbles from characters:
1. Default (The speech bubble appears automatically when you enter the map, the conversation plays automatically, all speech bubbles coming from vehicle are the conversation between the driver and the commander/you )
- Sir? We've reached the last known position of "Gamma Squad" and from where they sent the distress signal.
- Very well, heads-up people! This was a 30-man platoon, if they ran into trouble, we can only pray that we can make a difference.
- No offense sir, but seeing that other Trojan, in that state, I do not feel too comfortable staying here for long.
- I understand your concern, nonetheless, we must scout and secure the area. If nothing comes up, then we can leave...
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Triggers: When you click with a character on these triggers the character will move close to them and do a fast interaction (around 5 seconds). The range of the interaction can be double it's normal distance because this is an investigation, not an actual object interaction. Each will have a speech bubble according to the class interacting with it (Soldier, Medic, Engineer)
2.
If you click with a Soldier, the Soldier will say:
- What the hell happened here? This is supposed to be a top-of-the-line armoured vehicle and now look at it.
If you click with a Medic, the Medic will say:
- Judging by the damage inflicted, I estimate the creature that did this had a large mass and was at least as big as the vehicle itself.
If you click with the Engineer, the Engineer will say:
- It looks like whatever attacked this vehicle did a number on it, slicing through it's armour like a tin can. It's beyond repair.
3.
If you click with a Soldier, the Soldier will say:
- I don't like this at all! I've a bad feeling about this whole operation.
If you click with a Medic, the Medic will say:
- No traces of blood, they were dragged out alive! Judging by this behavior I suspect the creature does not plan on simply attacking - but consuming us!
If you click with the Engineer, the Engineer will say:
- This gives me the chills, are you sure you need an engineer for this mission?
4.
If you click with a Soldier, the Soldier will say:
- There was a fight here! Looks like many rounds were fired, but there's no blood?!
If you click with a Medic, the Medic will say:
- Hmmm... With so many rounds fired and the lack of blood, I assume the creature can attack at range? I recommend switching to rifles and SMGs now!
If you click with the Engineer, the Engineer will say:
- Well, at least they put up a good fight!
5.
If you click with a Soldier, the Soldier will say:
- 'You scared? It's just a scarecrow!
If you click with a Medic, the Medic will say:
- Was that scarecrow there when we arrived?
If you click with the Engineer, the Engineer will say:
- Man! I hope this'll not turn all "Children of the corn" on us!
6.
If you click with a Soldier, the Soldier will say:
- Come quick! I found a... hand?..
If you click with a Medic, the Medic will say:
- This hand was ripped from the body! Guys?! Seriously! We are dealing with a new and extremely dangerous creature here!
If you click with the Engineer, the Engineer will say:
- I didn't sign up for this!..
7.
If you click with a Soldier, the Soldier will say:
- We're sitting ducks here! Let's check out that house up ahead and then get the hell out of here!
If you click with a Medic, the Medic will say:
- If any of "Gamma Squad" survived, they are probably in that house up ahead.
If you click with the engineer, the engineer will say:
- That house up ahead can provide us some cover!
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Unfortunately because of engine limits my Programmer partner decided that speech bubbles are to hard to implement at this point but I still keep the prelude map, I just hope I got enough visual hints to show all that text was explaining
remindedr this is the scenario map that follows: