YJ Mission04 Siberia FINAL 1.0

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Text of YJ Mission04 Siberia FINAL 1.0

Page | 8PRIVATE & CONFIDENTIAL

THE GAMEMISSION #4 DESIGN DOCUMENT

Freedom Factory Final Design

Contents

SECTION 1: THE ICE PATH3SECTION 2: THE ICE RIVER6SECTION 3: THE BASE CAMP7SECTION 4: KILLER FROST MINI-BOSS BATTLE9

SECTION 1: THE ICE PATH

The team lands in a clearing surrounded by ice in Siberia tracking Sportsmaster tracer signal. The GPS and their communications are cutting in and out due to some kind of jamming signal, but they know their target is somewhere in the area. They decide to forge on hoping to pick up a better signal. The first section of Siberia mission is located in a frozen zone full of ice shards and snow-covered vegetation. >[SIB_CUTSCENE_ARRIVAL]

MISSION OBJECTIVES Follow SportsMaster Tracer SignalENVIRONMENT Snow- covered paths: Snow capped mountains, paths with ice shards, water spots, cascades with ice stalagmites and stalactites, snow particles...

Visual proposal for ice pathAlong the path, they are introduced to the concept of breakable ice walls and ice shards, which will be positioned throughout the Siberia Mission. The YJ team encounters a couple preliminary dig sites with crates, drilling equipment and enemies. Crates and drilling equipment is destructible.

GAMEPLAY ELEMENTS Ice WallsPlayer will have to smash them. Ice ShardsThere are ice shards which will burst out from the ground to damage us.

The team continues on into the ice fissure toward the intermittent tracer signal. They enter a winding ice/snow path through the ice fissure. The path through the ice fissure is altered as the seismic activity rumbles through Siberia. Huge shards of ice burst out of the ground. The team must fight enemies, punch through ice walls and dodge the ice shards on their way through the fissure.

Visual proposal for bursting ice shardsAt the end of the ice fissure The Team reaches a dead end in a broken bridge. Fortunately, they discover a LexCorp Cargo Boat by ice river below them and decide to jump into it and move to the heads craft to take control of it and see where it goes. >[SIB_CUTSCENE_CARGO_BOAT]

Visual proposal for cutscene SIB_CUTSCENE_CARGO_BOAT

SECTION 2: THE ICE RIVER

In this section the YJ Team will have to board a ship which is pushing several platforms with drilling machinery from LexCorp. The team need to fight their way from one platform to another. Well pass through the different platforms until arrive to the heads craft.

MISSION OBJECTIVES Take control of the Cargo BoatGAMEPLAY ELEMENTS Energy BarrierPlayer will have to unlock this block to move to another platform.

Visual proposal for Cargo Boat & Ice River

SECTION 3: THE BASE CAMP

The Cargo Boat route leads the Team to the entrance of the Enemy Base Camp. The Team spots several Icicle Jr. Henchmen near a huge metal door it seems they guarding the entrance and protecting a signal jamming device (huge antenna). We have to destroy it in order to recover communications. >[SIB_CUTSCENE_BASECAMP_ENTRANCE]

MISSION OBJECTIVES Infiltrate into the Base Camp Destroy Signal Jamming DeviceENVIROMENT Base Camp: research modules, storage, vehicle hangars, Lex Corp drill machinery

Visual proposal for cutscene SIB_CUTSCENE_BASECAMP_ENTRANCE

Immediately after destroy the jamming device an INCOMING TRANSMISSION objective activates and the Team need to stand during 30 second in order to complete the download of the incoming Sandsmark transmission

MISSION OBJECTIVES Complete Download Incoming Transmission

After transmission had been received the Team get into the Base Camp.

Once inside, The Team spots a Siberian Villager (surrounded by Henchmen) who is being held in an Experiment Chamber. It seems Siberian villagers have been taken hostage and are imprisoned in ice using sinister Ice Devices all around the area in order to turn them into mindless puppets and then become into Ice Minions. The Team decides to intervene and save the villagers. >[SIB_CUTSCENE_VILLAGERS]

MISSION OBJECTIVES Rescue Siberian VillagersGAMEPLAY ELEMENTS Free Villagers: There are several Siberian Villagers kidnapped by the Lex Corp, used like Guinean pigs. We have to defeat the enemies and smash some kind of ice generator to melt the ice cages and liberate each one of them. Drill machinery: We have to destroy the drill machinery.

Visual proposal for cutscene SIB_CUTSCENE_VILLAGERS

SECTION 4: KILLER FROST MINI-BOSS BATTLE

After freeing all the villagers, Batman radios the Squad, to update them with the location of the fragment. The fragment is deep within the catacombs. But when the Team is closer to the Ice Catacombs entrance, Killer Frost (who imprisoned the Villagers) bars the Team path. >[SIB_CUTSCENE_KILLER_FROST_01]

MISSION OBJECTIVES Defeat Killer Frost

A mini-boss fight ensues. Killer Frost will spell ice pillars under her, the only way to attack her will be with range attacks, but we can destroy the ice pillars to make fall down her. While standing over the ice pillar, Killer Frost will attack us with ice meteors falling from sky, and time to time a special attack with ice shards bursting out from the ice pillars making an area attack to push the YJ team far from them.

Visual proposal for cutscene SIB_CUTSCENE_KILLER_FROST_01 and Boss Combat

After defeat Killer Frost, The Squad continues following the Tracer inside the Ice Catacombs. >[SIB_CUTSCENE_KILLER_FROST_02]