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Rob Walch edited this page Jun 8, 2013 · 3 revisions

Intro

  • Convey theme by showing monks training kungfu outdoors or in a temple. (cutscene animates behind title)
  • Starting the game shows the character alone. Player must move character to the only exit (first goal - learn to move)
  • Ninja is introduced. He hits the monk. Player realizes he can be hurt and ninja is bad. (Bonus - ninja steals a scroll. See Duel to the Death)
  • Ninja gloats. Player can walk around and punch, but cannot exit the area. Player much punch the gloating ninja (second goal - learn to punch)
  • Ninja creates shadow clones. Player learns that the ninja can multiply as a defensive strategy. One of the main ninja's tells is given away so that attentive players can pickup on who the real ninja is.
  • When a shadow clone is defeated, there should be less of a pay off - maybe this also triggers another tell from the real ninja.
  • If other monks helped fight the clones (but were not smart enough to get the real ninja) that would make for a very cool intro fight scene. Maybe a segway to the start of the fight or chase.
  • not just fighting but chasing the ninja that stole the scroll. (multiple small maps)

Duel to the Death (Monk vs. Ninja)

Ninja attempts to steal a sacred scroll. Monk (player) notices the intrusion while drinking on the roof under the moon and intervene. Ninja creates shadow clones to attack and confuse monk.

leader: Ninja
followers: Shadow Clones
hierarchy: Leader orders units
target(s): Monk (player)

goals
primary - face off against monk 
environmental - no map data
behavioral - attack, blend with clones
position - 
adversarial - 

escape undetected (too late for that...)
distract opponent
survive to complete mission (yet not escaping if given the option?)
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