Completed a mission design for Prototype (In hopes of an interview)
- Multiple paths
- Stealth gameplay
- End encounter boss fight
2 to 5 minute combat encounters and in-game cinematics
“Convoy” is a side mission intended to be a integrated into the current Prototype retail game. Cinematic intros, setups and exit will give an overview of the goals the player has to accomplish to complete the level.
1. In-game cinematic setup(Passive)
a. Alex gets word that Blackwatch is transporting samples from the 1969 Hope, Idaho test site, overseas to a more secure Blackwatch owned facility. Alex’s contact believes that these samples could be used to find a cure for the recent “backlight” virus outbreak in NY.
b. Alex is told to be investigate a Blackwatch radar tower setup in time square to learn when and where the transport will be leaving heading.
c. Objective update
i. Objective updated “Go to the radar tower”
ii. Mini map updated with radar tower location
a. In-game cinematic
i. Upon reaching the event trigger an in-game cinematic plays: Alex is shown on a building overlooking the radar tower outpost on the roof of a nearby building. A make shift tent housing the radar equipment is in the center of the of the roof with Blackwatch guards patrolling the perimeter.
b. Objective update
i. Objective updated “Gain access to the radar tent silently or with force”
ii. Mini map is updated with soldier positions and radar tower entrance
c. Sneak (Passive ( Use current in-game stealth mechanics))
i. To infiltrate the radar tower, Alex must consume one of the patrolling soldiers without being seeing by the other guards.
ii. Once disguised the player can enter the radar tent
iii. If at any time the player is revealed or seen consuming an enemy the current encounter defaults to the “force” option
i. When the player is spotted, the soldiers will turn aggressive, the radar tower will go on “high alert” calling in a strike team to help deal with the treat.While on high alert the entrance to the tent is sealed, blocking the player from entrance.
ii. After clearing out the area of threats the player can enter the radar tent.
e. In-game cinematic
i. Upon reaching event trigger an in-game cinematic plays:
ii. Passive: A disguised Alex enters radar tent and overhears radio chatter between the transport convoy and the radar technician.
iii. Aggressive: Alex enters the tent and performs “tendril barrage” killing everyone inside. Picks up an ear piece from one of the bodies and hears radio chatter pinpointing the transport convoy.
f. Objective update
i. Objective updated “Intercept the convoy”
ii. Mini map updated with convoys location.
3. Convoy (Aggressive Passive)
a. Objective update
i. Upon reaching event trigger, objective is updated “Disable transport truck or inflect nearby power generators to stop the convoy from requesting backup”
b. Engage Convoy (Aggressive)
i. When the player is spotted, strike teams will be called in. Strike teams will continue to engage the player with increasing waves of enemies, until the transport truck is disabled or a nearby power generator is infected (resets the threat level).
c. Inflect Power Generators (Exploration)
i. “Infect” prompt will appear when player nears a power generator.
ii. Infecting power genitors will cause a EMP blast zone.
1. EMP blast destroys any air support within the blast zone
2. Resets players threat level
3. Transport truck cannot call in strike teams while in blast zone
i. Alex is showing walking up to the wrecked transport truck’s sealed door. He starts to pry the doors apart with his hands, suddenly the door flies off revealing a large Hunter
b. Final Combat
i. Alex must defeat the Hunter
ii. Hunter has the ability to bring back corpse found around the encounter as Infected soldiers
iii. When the Hunters health =< 25%, the player is prompted to “consume” the enemy
5. Outro (Passive)
a. Consuming the Hunter triggers an “Web of intrigue” cut scene revealing information about the test subjects origin along with how the virus mutated within its body (steps to find a cure)