Screenplays for Bori missions 4 and 5

Screenplays for Bori missions 4 and 5

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hughperkins
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Screenplays for Bori missions 4 and 5

Post by hughperkins »

Screenplays for Bori missions 4 and 5

Here are screenplays for Bori missions 4 and 5. You can use these as the basis for single-player campaign missions.

They are made available under the Creative Commons Attribution-Noncommercial-Share Alike license, so you just need to:
* make sure I am in the credits as writing the screenplay
* keep the derivative work available under the same license
* you can't use it for commercial projects

Links to latest versions:

Bori 4: http://docs.google.com/Doc?id=dhgqmctz_4d7nqpzgw

Bori 5: http://docs.google.com/Doc?id=dhgqmctz_5fkqm62cp

Full texts:

Bori Mission 4, Rescue

Copyright Hugh Perkins 2008

This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/2.0/uk/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.

"Hi Timothy. I am Susan. Please take a seat."

"Susan. Good to meet you."

"How are you feeling?"

"Looking forward to seeing Mickey again. You guys formed a plan?"

"Yes we have. We're going to give you a squadron of Brawler gunships, and some Atlas transport planes. We want you to blast your way through the alien defenses and pick Timothy up."

[Optionally: cue photo of Brawlers, video, whatever, etc ...]

"Brawler gunships? That rocks. Perfect. Great!"

"You're commanded Brawler gunships before?"

"Once or twice..."

"They have excellent air to ground fire power. Very strong. You're going to be facing some tough air defenses. No enemy aircraft, but those laser towers will do some damage."

"Understood."

"Good luck Timothy."

Cut to mission map. Player is Timothy. Give him a slightly different looking commander if possible (different color perhaps). Use a decoy commander for Mickey, or a real commander, whichever is easiest.

Give the player a squadron of 30 brawler gunships or so. Mickey is on one side of the map, hidden in some trees, but marked with a blue tatoo on the ground. Remeber to put a radar tower and solar cell near him, to give a feeling of continuity.

Timothy starts on the other side of the map. In between are alien gun emplacements, including anti air, and lots of anti ground. You could include some mobile units if you want, but make sure they are suitably fenced in by terrain, or dragon's teeth or similar. We don't want them simply advancing on the commander's positions by accident.

Player has 3 Atlas at their disposal. Player has to pick up Mickey with the Atlas and drop him back on the landing point, marked with a red tatoo on the ground, perhaps with the word "Final Rendez-vous Point", or similar.

The map should be a larger version of the original map. You can change the scale so that everything is much smaller, as though viewed from further away. Obviously the units will look the same size. If you can find a way to make them smaller, especially the commanders, that could be a bonus.

Narrator: "Use the Brawler gunships to blast a hole through the alien defenses. Use the Atlas transport ships to pick up Mickey and drop him back at hte Final Rendez-vous pickup point."

Once Mickey is back on the final rendez-vous point, dialog:

Timothy: "Mickey. Great to see you!"

"I'm sorry, have we met? Your voice sounds familiar?"

"Dang. They stitched you up good. I'm Timothy, your wingman. Good to get you back. We'll fix you up."

Cue end of mission screen stats etc.

If you can play "Ride of the Valkyries" during the mission, especially whenever the Brawlers are firing, that would be a bonus. Maybe have some guy surfing on a beach if you want to make the reference to
Apocalypse Now explicit.

Bori Mission 5, Bertha Hunt

Copyright Hugh Perkins 2008

This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 2.0 UK: England & Wales License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/2.0/uk/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.

Susan: "Great work on rescuing Mickey, Timothy."

Timothy: "Thanks! Those Brawlers are awesome! Firepower! Shock and awe!"

Susan: "We need you to run a guerrilla mission for us Timothy. We're going to drop you behind enemy lines. You're going to need to check out the area, locate a Bertha long-range gun that has been set up."

Cue picture of a Bertha, maybe video of one firing, and the destruction it creates. It's pretty essential to at least show some image/picture of the Bertha to the player, so that they know what to look for :-)

Timothy: "Those Berthas kick arse. Can we capture it?"

Susan: "Right. That'd be sweet. Maybe."

Timothy: "What gear will I be taking?"

Susan: "You'll have an aircraft factory blueprint at your disposal. You'll have the blueprint of a Peeper spy plane. They're fast, with good visibility.

Timothy: "Sounds good. What else do I need to know?"

Susan: "You won't be able to drop with much kit. You'll need to pick up metal and energy on the ground. Your suit will generate a small amount, but you'll need to set up some extracts and solar collectors."

Timothy: "Extractors and solar collectors. God it. Anything else?"

Susan: "There will be air defenses between the drop point and the Bertha. You can either try to find a way through them, or send many scout aircraft at once."

Timothy: "Roger that."

Susan: "Good luck Timothy."

Cut to map. Map is as though seen from quite far away. Terrain the same type as before, but a different part of it, not terrain we've already seen.

An atlas will arrive from one side and drop off the player ,who is Timothy, at the Drop Zone. The player's commander should self-generate normal amounts of metal and energy. Initial metal should be fairly small: just enough to build a couple of collectors and extractors.

A bertha should be somewhere on the map, but the player won't know where. Lots of ground forces should be around, so the commander can't simply walk. A few air defenses should be around, enough to stop single scout aircraft flying in a straight line, but either the player could fly around them in an appropriate zig-zag paht, or they could take a group of 5 or 10 to get through.

Commander should be able to build only:
- collector
- extractor
- radar (to give continuity, won't actually be used really)
- aircraft factory

Aircraft factory should be able to build only:
- Peeper scout plane

After 30 seconds or so, if the player hasn't constructed a solar collector, Susan comes on the radio: "Do you have those collectors up yet Timothy?"

Timothy: "Just working on that now."

Narrator: "Build a solar collector to generate energy."

Once the player has built a solar collector, wait 30 seconds. Susan comes on the radio: "Hey! How's things going with the collectors?"

Timothy: "Yeah, good Susan. Got one up now."

Susan: "Super!"

If the player hasn't built a metal extractor yet, or if it's not over metal, dialog continues:

Susan: "Did you figure out the metal extractors? Have you found a good place to put one?"

Timothy: "Yeah. Working on that now."

Susan: "Alright, keep me updated."

Narrator: "Select a metal extractor from the panel on the left. The map will switch to metal view. Underground metal will be shown in bright green. Choose a bright green area near your current position, and click on the map to build an extractor."

Once an extractor has been built, check if it's over metal, if you can.

If you can do this check, and if there are no extractors over metal, Susan comes on the radio: "Hey Timothy, do you have those extractors up yet?"

Timothy: "Um yeah, but it's giving a very low output reading."

Susan: "Hmmm. Are you sure you put it on a metal area? They show up as green areas on your metal map."

Timothy: "Hmmm. Right, I'll check that."

Narrator: "Place a metal extractor on a green area on the metal map, so that it can give a high metal output."

Once an extractor has been placed over metal, Susan comes online:

Susan: "Hey! Hows things going with that extractor Timothy?"

Timothy: "It's going well. Got one up."

Susan: "Super Timothy. Let me know once you've built an aircraft factory ok?"

Narrator: "Select the aircraft factory from the panel on the left, and click the ground next to your commander to build one."

Once an aircraft factory has been built, Susan comes online: "Hey! How's things going with that aircraft factory?"

Timothy: "It's up. Finally. Needed a lot of metal."

Susan: "Super, Timothy. You can use that to build some Peeper spy planes."

Narrator: "Select the aircraft factory, then click on the Peeper icon in the panel on the left to build some Peeper spy planes."

Once the player has built a spy plane, Timothy calls Susan: "Hi Susan, we've got a spy plane. Sending it out now."

Narrator: "Select the Peeper spy plane by clicking on it, then click somewhere on the map to send it there."

After a minute or two, Susan comes online: "Hey! How's the Bertha hunting? Remember: they look like this: ". Cue picture of Bertha to remind player what it looks like.

Timothy: "Yeah. On it. I'll keep you posted."

Once the Bertha has entered the visibility zone of a Peeper, Timothy calls Susan on the radio. You might have a slow motion zoom down to the Peeper and the Bertha jsut before this if you want.

Timothy: "Susan. Great news. We found that Bertha. It's heavily defended."

Susan: "Roger that. Super Timothy. Processing images now. We'll get back to you."

Wait 10 seconds, then Susan comes back online: "We're going to nuke that Bertha. Keep your forces out of the area."

Send a nuke to the bertha location. If you can, move the camera to that location prior to impact, and turn on map visibility for that area, or for the whole map.

After the explosion, cut to the end of mission screen, stats etc. If you want, you could do a 24-Hours silent clock just as the explosion dies away.
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KDR_11k
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Re: Screenplays for Bori missions 4 and 5

Post by KDR_11k »

Er, why exactly would anyone need a screenplay for a mission? Most people are going to write their own to match the missions they make, what you're doing amounts to "make a mission for me!".
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Erom
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Re: Screenplays for Bori missions 4 and 5

Post by Erom »

Yes, the plot is the fun and interesting part of making a mission - essentially the reward you get for doing all the hard parts. It seems unlikely someone will do all the hard parts just to reuse someone else's fun part.
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hughperkins
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Re: Screenplays for Bori missions 4 and 5

Post by hughperkins »

Possibly... well, clearly no-one is biting :-) but then again I don't know if anyone has *ever* made a mission in Spring yet? Correct me if I'm wrong; I only saw that demo one from the Spring menu, where you have to walk to the beacon?
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CarRepairer
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Re: Screenplays for Bori missions 4 and 5

Post by CarRepairer »

hughperkins wrote:Possibly... well, clearly no-one is biting :-) but then again I don't know if anyone has *ever* made a mission in Spring yet? Correct me if I'm wrong; I only saw that demo one from the Spring menu, where you have to walk to the beacon?
I love that mission. I was on the edge of my seat the entire time I walked to the beacon. It was full of unexpected twists and turns. A real nail-biter. Then when I reached the beacon I fell out of my chair when I saw what awaited!
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hughperkins
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Re: Screenplays for Bori missions 4 and 5

Post by hughperkins »

:-D

One observation by the way. When I was looking vaguely at trying to implement missions last year, I kindof obsessed over trying to get an AI working with them; which was a stumbling block; whereas, in fact, it's quite possible to create missions without any AI. All the missions above work just fine without an AI.

It's even possible to get units to attack the player in a mission. Just have a moho mine or something they have to defend, and send units regularly towards it. Could be conditional on having certain enemy factories not blown up yet and stuff.
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smoth
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Re: Screenplays for Bori missions 4 and 5

Post by smoth »

KDR_11k wrote:Er, why exactly would anyone need a screenplay for a mission? Most people are going to write their own to match the missions they make, what you're doing amounts to "make a mission for me!".
yep and it is never ending man, we get this crapola all the time but to put a positive spin on it at least we can get an idea of what players are looking for.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Re: Screenplays for Bori missions 4 and 5

Post by SpikedHelmet »

We (by we I mean Nemo) have made several missions for S1944. Testbeds only, but AFAIK more advanced than anyone else has made.
SeanHeron
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Re: Screenplays for Bori missions 4 and 5

Post by SeanHeron »

There are (or at least there were) some very fleshed out missions for NOTA. They were quite enjoyable as well! If I remember correctly they used the old missionscript syntax, whereas I think there is now quite a bit of stuff possible with LUAmissionscript (not that I've looked into that).
Last edited by SeanHeron on 03 Nov 2008, 19:31, edited 1 time in total.
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hughperkins
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Re: Screenplays for Bori missions 4 and 5

Post by hughperkins »

SeanHeron wrote:There are (or at least there were) some very fleshed out missions for NOTA. They were quite enjoyable as well! If I remember correctly they used the old missionscript syntax, whereas I think there is know quite a bit of stuff possible with LUAmissionscript (not that I've looked into that).
Good heads up. Thanks! Also, it looks like the NOTA guys have figured out a way to get the initial metal and energy down to something sane, or to any value you want really. Added the info to the wiki http://spring.clan-sy.com/wiki/Mission_development
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1v0ry_k1ng
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Re: Screenplays for Bori missions 4 and 5

Post by 1v0ry_k1ng »

thor made the best missions ever
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CarRepairer
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Re: Screenplays for Bori missions 4 and 5

Post by CarRepairer »

I want to play the Boring missions, where to download?
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Tribulexrenamed
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Re: Screenplays for Bori missions 4 and 5

Post by Tribulexrenamed »

CarRepairer wrote:I want to play the Boring missions, where to download?
I want to play the Sovjet missions too...
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Evil4Zerggin
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Re: Screenplays for Bori missions 4 and 5

Post by Evil4Zerggin »

hughperkins wrote:If you can play "Ride of the Valkyries" during the mission, especially whenever the Brawlers are firing, that would be a bonus. Maybe have some guy surfing on a beach if you want to make the reference to
Apocalypse Now explicit.
http://www.musopen.com/music.php?type=piece&id=488
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Jazcash
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Re: Screenplays for Bori missions 4 and 5

Post by Jazcash »

Someone make a "save the pornstar mission".
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Peet
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Re: Screenplays for Bori missions 4 and 5

Post by Peet »

Someone make a "check the post dates" mission.
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