IF Competition '10
-Aeroplane-
Summery:
Aeroplane is a adventure pitting the characters in the
beginnings of a post-appocalyptic world. The short story will
reveal the chaos surrounding the main character and the other
occupants of the plane, and will require many puzzles to land
the plane and survive the bombs dropping.
The main game area will consist of 12 areas, including
scene coppies and status changes as more events unfold inside
the plane.
Character Synopsis:
1. David Newborn(Main Character):
Davin awakes on the plane with no memory who he is, or
how he got there. Throughout the story, different scenes may
unfold from optional commands that reveal exactly who he is, and
why he is presenty on flight 127.
2. Tracy Clark:
Tracy clark is the stewardess on duty for flight 127,
and is knocked out in the innitial blast.(cont)
3. Steven Hanes:
Air marshal set aboard flight 127, Dissapears to area
13(Cargo Hold) midway into the flight. Set upon by years of
dehibilitating stress, he talks with a permenent stutter. Caries
a fire-arm.
4. Eric Rodrguies:
Pilot of flight 127.
-Scene Setup-
Scene 1 : The Start
Player wakes up sitting in row 21D. The row both infront
and behind him are empty, as is the seat beside him. There is a
constant din of talking, but nothing too serious. Some automated
conversation is dropped about the tentions, but nothing in
specific.
Through eavesdropping on other characters conversation,
the player is prompted to look out the window. The window
follows three direct scenes, where an object is barely visible
outside, but comming nearer and getting larger in the darkness
outside. (3) tuns in, the object will be close enough to see in
the jet afterburner… It's a ICBM. As the pilot veers away, the
bomb drops to a lower altitude.
Scene 2 : The Bomb
The intercom buzzes alive and the pilot speaks,
commenting that everything is allright and that the plane will
be landing in one hour(Making sure never to name a destination.
(4) actions later, a blast will shake the craft, and the sound
of wind will be heard throughout the plane. The player has (20)
actions to get into a seat and strap on a seatbelt before the
inevitable crash.
Scene 3 : First Morning
The player wakes up, heavily bruised but not injured.
Most of the passengers seem to have survived the crash, but the
co-pilot was killed and the pilot is still unconcious. The
player is left to the realization that they are stranded, and he
is elected to go scout the surrounding area to the north and to
the south.
Scene 4 : The Cloud
This scene is triggered when the player explores to the
north of the crashed plane, to the cliff-top. On the first
arival here, the player will see the ever growing mushroom cloud
in the distance, and the smaller explosions in the distance. If
the player has given out a radio, he may choose to call in to
the other NPC's and tell them.
Sub-event 1 : The Rain
Only happens after The Cloud is triggered. In (45) Move
turns, the sky will begin to darken and thunder will be heard
overhead. one of the passengers will comment on atomic fallout
and how they should seek some shelter. The player then has (10)
move actions to get the NPCs inside before they all perish.
Note: If the NPCs die and the player survives, it is still
technically a loose scenario, and the game over screen will
trigger once an unsolvable puzzle(with the correct amount of
failures) has been reached.
Scene 5 : Up a river without a paddle
This scene is triggered on the exploration of south of
the plane and the deep chasm is found. If the player uses the
walkie-talkie, one of the NPCs will tell him he will need an axe
and a tree to get across, or a rope, hook and some luck. There
are two ways this can be done:
Choice 1 : The Hook
This is a temporary solution. The player is given a 1/4
chance of the hook catching onto something on the other side of
the ridge, and being able to cross over by climbing. Once the
rope is up it works like any other BridgeConnector class, except
for fishing. Rope and bent metal are in the wreckage of the
cockpit.
Choice 2 : The Tree
This is a permanent solution. Simple, player types cut
tree, done! Axe is in the Storage Compartment of the plane.
Scene 6 : Comm Tower
The player arrives just as the unstable top of the old
communications tower collapses down and takes out a big chunk of
fence. as the player approaches and examines the tower, they
will find that the main entrance of the complex is locked by a
large, iron door. On the right side is a pannel, which was long
ago broken. Exparimentation with the wires will reveal that the
power is still live.
This is a possible break point in the story, as a NPC is
needed to solve the wiring puzzle, although it is solvable by
trial and error. Each wire is assigned a randomly gennerated ID
code out of seven possible wires, so there is no guaranteed
walkthrough.
To solve this puzzle, the player will also need a
multimeter from the plane storage compartment. the calculation
for figuring out the puzzle is a-b/c=d, as the last three wires
are all dead.(Negative for multimeter purpose)
Scene 7 : Open radio
This scene will be triggered once the player enters the
comm tower and activates the old radio equipment inside. This
scene will mainly be repeated contact with the plane, and
various responses to the predicament by the incapacitated NPC
survivors. If the player decides to play around with the radio,
around the third or fourth adjustment the player will recieve a
weak help signal.
Scene 8 : Rope Bridge
This will trigger to the south of the Comm Tower. When
the player arrives, the bridge will not be in usable condidtion,
as the collapsing tower has taken out one lead. The bridge will
not be fixable untill after the bomb shelter has been found and
the NPCs have been transfered.
Scene 9 : Cement outbuilding
This scene will trigger once the player has first
anallized the building east of the Comm Tower. There is a large
valve centered in the middle of the door, which is missing the
handle. This is the safe zone for the NPCs, which will make it
so that the incrementer will ignore them.
-Functions on Timer-
Rfood - Ticker
Rfood is the global timer for hunger in the game. As 20
turns consist of one day, the player will need to find some sort
of food by day 2. Food can also be given to any survivor to
increase the global survivior food count by a set amount. this
function acts as the daily decrememnter of that food, as hunger
sets in and more food is needed. the player starts with 200,
which is the max cap for player Rfood, but the plane starts with
a Rfood total of 8000.
RadScore - Incrementer
Each action taken by the player without some sort of rad
resistance after the rains will increment this counter. This is
a hidden death counter, meaning that at the RadMax, the player
will witness End Game. There are various anti-radiation drugs in
the plane and at the bomb shelter, but they are well hidden(For
the most part. The first aid kit found in both the plane and the
bomb shelter will contain some Anti-rad and iodine).
PlHp - Decrementer
PlHp is the function which keeps track of the decrement
of the players hit points through failed puzzles, hunger and the
severe spectrum of rad poisoning. It fires once every 10 turns,
checking if player hunger is 20 or less, NPC hunger is 20 or
less, or the RadScore is within 100 of MAX.
Grad - Variable
Grad is the measurement of global radiation levels, and
highly effects the the reaction of RadScore, as well as the
background survivability of any of the NPCs. increments or
decrements by .1 every action.