SlideShare ist ein Scribd-Unternehmen logo
1 von 10
Downloaden Sie, um offline zu lesen
RED RUN
Title Page
RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13
Design by Sam Stratford & Lucy Taylor
For Internet Browser Play
Rating: £3+
Ship Date: TBC
RED RUN
Story & Gameplay
The story plays out as follows.
“Red, Red… RED!” a squeaky voice yells up the stairs at you.
“What mum? I am just getting my cloak!” I reply in retaliation. You see, my
mother and I don’t always see eye to eye. Well you could say we don’t agree
ever; I like hunting in the woods and trapping rodents. She prefers to dress
me in silly frocks and drag me to stupid social events. We have always been
this way. Since my father passed away I always swore that I would try and
repair my relationship with my mother, but well… she makes it ever so
difficult. “Well… what did you want? You seemed persistent enough to
scream at me!”
! “I wasn’t screaming at you Red, you just can’t be late for Grandma, she
isn’t very well at all and needs these cakes and berries to make her feel
better. Can’t you just take your mind off the woods for once!” I knew that
arguing with her would only upset her, but the woods were my sacred place,
somewhere that I felt content with myself somewhere I just felt free.
(Decide whether to argue with mother or not)
From here the player will decide how they wish to continue, if they want to
argue with their Mother then there is a certain story path that they follow. If
they don’t argue with Mother, they can continue along with the story line that
they are already in the flow of.
The gameplay itself is very much a story, you read the passages that come
up on the screen, you then decide what to do. There are certain fixed options
that will appear and the selection that is made during this period, depicts how
the story is going to play out. The players’ decision will lead them along the
story e.g. if they decided to argue with Mother then they would get sent to a
page that actually sends them back to the start. This would be a test page for
the player to see how the game functions and would put them back in the
same position, only allowing them to choose; “Don’t argue with Mother”.
RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13
RED RUN
Elevator Pitch & Game Flow
The elevator pitch;
Classic story tale crosses paths into a system of interactive fiction game
creators, and gets thrown into the hands of ‘you’ the players.
The player will grow as the game goes on as the scenarios become more
difficult to deal with. They have a slightly more vital sense of consequence to
them, as the game pans out, the character Red is put in more danger. The
decisions that she encounters involve her gaining companions and dealing
with situations by having particular items that the player has the opportunity
to obtain throughout the process of the game. All of these situations are
based around the story itself. If Red does something relatable in the story
then it is tied to game by creating a scenarios around what has happened, to
make the story more interesting we have changed some of the aspects that
are involved.
Red will come into contact with situations where the player must have picked
up something in the previous passage to continue along a safe journey in the
game. As the game progresses these objects will become more difficult to
obtain and also become more of a problem if the player hasn’t got them at the
correct in the game. At the earlier levels of the game these objects will be
easily just a click away from, an option to go back and pick up the object will
be available, however further on in the game this option will not be available
and if the player hasn’t picked up the object or has the in-correct item then
there will be a penalty put in place for them to encounter.
RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13
RED RUN
Character(s) & Controls
The player controls, Red. The young sassy adventurer, whom you read about
in the synopsis and various other situations. They make the game different
and special because it is them deciding what happens to a certain extent. As
the game is guided to a certain degree and the player does the rest. The
player doesn’t have too many options and activities to complete as the game
is more about the story that is written in the text boxes. However it does also
require the player to have some imagination.
The player only ever plays as Red, the game characters are only NPCs (non-
player-characters) which means that Red can interactive with them as such
but they can’t be accessed or played by the player. I can image that playing
the game as maybe the Wolf would very much change the aspect of the
game but it would make it much more of a challenge to recreate a story line
and basic character concept would entirely change the way that the story
would play out.
The controls are simplified below but it is purely a concept of clicking on the
options that appear in front of you as such. The player will read the passage
and then select one of the options that are laid out below the text passage
e.g.
This is Twine programming page, it looks different online and is customized to
have an authentic Red effect on it, but the basic scenario is there.
RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13
RED RUN
Main Gameplay Concepts & Platform Specific Features
The player will experience a style of game that is quite different if they haven’t
played anything where they have to make a lot of the decisions in the game.
Not in the sense that they can re-create the story but they have all of the
power when it becomes harder within the game. As each level progresses
their experience will differ slightly as they have more control.
The game offers a range of genre, itself programmed on Twine makes it a
very indie game but it follows a fictional base. The game would be classed
officially as adventure, I would say because the player has to take Red along
the storyline following her adventure to get to the end destination. The game
itself is broken down into various chapters and scenes. This seemed the most
logical idea as it is essentially a story game.
The game takes use of the features that
are made available through the use of a
computer. Audio files can be input into
the game and easily changed once they
are uploaded onto the audio file host site.
Our game also uses the computers basic
capability to create and alter images, we
upload them as .png or .jpeg and then put
them on the site to add to the visual effect
of the game. Essentially these are the
main form of graphics within the game.
As we don’t have potential for box art
either, we have focused a lot of the efforts
into the character concepts and overall
style of the gameplay.
The game is kept to a small capacity size as it’s online and the unique
simplicity that the platform adopts by being easily accessible via the internet,
makes the game very easy to get out there. Having the game virtually 1 click
away from the player if sent via an email or posted on another site.
RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13
RED RUN
Game World
The essential gameplay takes place in a world that we created around Reds’
life. Here are the areas that a player will encounter during the game.
Red’s Room
Our sketch style drawings don’t show much of Red’s room but she
doesn’t spend much time in there any way. It is only really at the
start of the game where she is picking up her cloak and we join mid
conversation between her and her mother.
Red’s Garage
Red stores her bike, one of the items that you have to pick up to
progress further in the game. Most of the first chapter is based
between the house and the garage.
Red’s Kitchen
This is where the cakes & berries are kept, these are the key and
most important item in the game, if you don’t pick up these the
game won’t complete. If you follow the storyline you’ll know why.
Outside Red’s House
In this section is a brief solo passage but it can alter the game,
this is where Red gets her bike and places the basket onto it.
Entrance to the woods
This is where Red makes a key decision in the first chapter, she
also encounters her first possible friend/ enemy. The player is the
one that has to make this decision.
In the woods
The woods is the most intricate place that the game currently has
to offer, it has a totally different vibe. The player will hopefully feel
the change has he/she enters it. Audio and imagery is worked
slightly harder into the fabric of the passage here.
RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13
Linear Navigation
RED RUN
Interface
The player will navigate the game via the simple selection interface:
The interface is very easy to use, it also basically tells you how to play and
what to press in the first passage. The image to the right is a test sample and
isn’t the RedRUN interface. It follows the same concept. It’s simple yet
seems to be very effective.
Each section of a chapter is designed to evoke different feelings in the player,
our main aim was to use the music and imagery to try and convince the
player that he is actually there.
The music that we use throughout the game is all copyright free and obtained
via sites that support of the use of young musicians and instrumentalists. We
have these audio files play automatically when the player moves into a
different passage or zone. Unfortunately these audio files can’t be played on
this document but I shall mention what we used; a door slam, a bike bell and
bike pump sound, leaves crunching and footsteps walking on gravel, we also
used a noise for one of the final scenes of a wind swoosh; imitating Red
being knocked from her bike by a low hanging branch.
RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13
RED RUN
Mechanics & Power-Ups
Gameplay Mechanics
RedRUN uses a simple ‘gather’ mechanic, as Twine is quite a basic program
it doesn’t allow too much alteration around the Javascript set detail. However
you can design it to pick-up certain words and items. From this set up you
can get Twine to remember what Red has already got and what she has
picked up. This feature is extremely useful for when you want to program the
game to only allow Red to progress when she has picked up a certain item,
and using Twine’s basic features you can send her back to where it is
obtainable if the player hasn’t picked it up.
This feature is useful when trying to predict the players actions, obviously
different people create different play styles. Some will play the game for fun
or to pass the time, getting through the story in an amount of time. Others will
want to cause as much damage to Red as possible as the game goes on, just
to see what happens. These people try to test the game to it’s absolute limits.
Others won’t just play the game but try and change the actual environment
that is formed around it.
Power-Ups
Red can pick up certain items that will give her an additional option within the
passage, she can only use this once, and then she will have to find another
item that provides the effect.
This item is the:
Bike Bell- Providing an extra decision by ringing and calling out a pack of
! helpful carrying monkeys.
There haven’t yet been any other items decided on that create an effect such
to similarity to this.
RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13
RED RUN
Enemies & Bosses
Enemies
The player will have to face not an enemy as such but environmental issues,
whereby they require a certain item to progress. e.g. Some rope, a rubber
dingy, or a parachute. All of these items are things that Red encounters
further on in the game. Unfortunately the sample first chapter doesn’t contain.
Each of these items are unique because they each give Red another
advantage and option to choose from.
Bosses
Again at the end of each chapter we won’t have bosses but we will have a life
or death situation. Making it a 50/50% chance for the player to progress with
the game. At the end of chapter 1, Red has the choice to either continue
along the pathway or risk going through a new entrance to the woods that
she hasn’t seen before. The story will continue depending on the levels of risk
that the player is willing to take.
RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13
RED RUN
Cutscenes, Bonus Material & Competitions
RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13

Weitere ähnliche Inhalte

Was ist angesagt?

6. production reflection(2)
6. production reflection(2)6. production reflection(2)
6. production reflection(2)Andrew Downes
 
6. production reflection
6. production reflection6. production reflection
6. production reflectionJackScott54
 
6. production reflection(2)
6. production reflection(2)6. production reflection(2)
6. production reflection(2)HarrietSmith35
 
Vidgame finished evaluation (1)
Vidgame finished evaluation (1)Vidgame finished evaluation (1)
Vidgame finished evaluation (1)MaxJones48
 
2. initial plans
2. initial plans2. initial plans
2. initial plansMaxJones48
 
6. production reflection(1)
6. production reflection(1)6. production reflection(1)
6. production reflection(1)lukeh01
 
Two to four is the magic number – playing games together
Two to four is the magic number – playing games togetherTwo to four is the magic number – playing games together
Two to four is the magic number – playing games togetherLorenzo Pilia
 
10 page document finished1
10 page document finished1 10 page document finished1
10 page document finished1 kayleeo066
 

Was ist angesagt? (19)

3. Research
3. Research3. Research
3. Research
 
Evaluation 4
Evaluation 4Evaluation 4
Evaluation 4
 
Evaluation 1
Evaluation 1Evaluation 1
Evaluation 1
 
6. production reflection(2)
6. production reflection(2)6. production reflection(2)
6. production reflection(2)
 
3. Research
3. Research3. Research
3. Research
 
6. production reflection
6. production reflection6. production reflection
6. production reflection
 
6. production reflection(2)
6. production reflection(2)6. production reflection(2)
6. production reflection(2)
 
Evaluation 2
Evaluation 2Evaluation 2
Evaluation 2
 
Vidgame finished evaluation (1)
Vidgame finished evaluation (1)Vidgame finished evaluation (1)
Vidgame finished evaluation (1)
 
2. initial plans
2. initial plans2. initial plans
2. initial plans
 
6. production reflection(1)
6. production reflection(1)6. production reflection(1)
6. production reflection(1)
 
Two to four is the magic number – playing games together
Two to four is the magic number – playing games togetherTwo to four is the magic number – playing games together
Two to four is the magic number – playing games together
 
3. research(2)
3. research(2)3. research(2)
3. research(2)
 
3. research(2)
3. research(2)3. research(2)
3. research(2)
 
5. proposal (completed)
5. proposal (completed)5. proposal (completed)
5. proposal (completed)
 
3. research
3. research3. research
3. research
 
Research
ResearchResearch
Research
 
Evaluation
EvaluationEvaluation
Evaluation
 
10 page document finished1
10 page document finished1 10 page document finished1
10 page document finished1
 

Andere mochten auch

What do/should we teach?
What do/should we teach?What do/should we teach?
What do/should we teach?Tugba Boz
 
Three recommendations from postmodernist thinking in curriculum
Three recommendations from postmodernist thinking in curriculumThree recommendations from postmodernist thinking in curriculum
Three recommendations from postmodernist thinking in curriculumTugba Boz
 
POWER and EDUCATION
POWER and EDUCATIONPOWER and EDUCATION
POWER and EDUCATIONTugba Boz
 
Linguistics notes
Linguistics notesLinguistics notes
Linguistics notesTugba Boz
 
Multilingual education
Multilingual educationMultilingual education
Multilingual educationTugba Boz
 
Comparative linguistics English- Italian
Comparative linguistics English- ItalianComparative linguistics English- Italian
Comparative linguistics English- ItalianTugba Boz
 
Vibro-Tactile Enrichment Improves Blind User Interaction with Mobile Touchscr...
Vibro-Tactile Enrichment Improves Blind User Interaction with Mobile Touchscr...Vibro-Tactile Enrichment Improves Blind User Interaction with Mobile Touchscr...
Vibro-Tactile Enrichment Improves Blind User Interaction with Mobile Touchscr...MariaClaudia_Buzzi
 
Sample School Improvement Plan
Sample School Improvement PlanSample School Improvement Plan
Sample School Improvement PlanTugba Boz
 
Cloud Computing Activitat 2 - UOC
Cloud Computing Activitat 2 - UOCCloud Computing Activitat 2 - UOC
Cloud Computing Activitat 2 - UOCdharomo
 
Bienvenido a lego
Bienvenido a legoBienvenido a lego
Bienvenido a legojulian0403
 
OWASP, PT.OWASP, IBWAS'10 & Cia.
OWASP, PT.OWASP, IBWAS'10 & Cia.OWASP, PT.OWASP, IBWAS'10 & Cia.
OWASP, PT.OWASP, IBWAS'10 & Cia.Carlos Serrao
 
Rc samuel asprilla_lopez
Rc samuel asprilla_lopezRc samuel asprilla_lopez
Rc samuel asprilla_lopezsamybrand
 
Macromedia flash pro 8 luis
Macromedia flash pro 8 luisMacromedia flash pro 8 luis
Macromedia flash pro 8 luisLuis Alvarez
 

Andere mochten auch (20)

What do/should we teach?
What do/should we teach?What do/should we teach?
What do/should we teach?
 
W4 a 2012_buzzi
W4 a 2012_buzziW4 a 2012_buzzi
W4 a 2012_buzzi
 
Three recommendations from postmodernist thinking in curriculum
Three recommendations from postmodernist thinking in curriculumThree recommendations from postmodernist thinking in curriculum
Three recommendations from postmodernist thinking in curriculum
 
Handimatica2014_WAI-ARIA
Handimatica2014_WAI-ARIAHandimatica2014_WAI-ARIA
Handimatica2014_WAI-ARIA
 
POWER and EDUCATION
POWER and EDUCATIONPOWER and EDUCATION
POWER and EDUCATION
 
Linguistics notes
Linguistics notesLinguistics notes
Linguistics notes
 
Multilingual education
Multilingual educationMultilingual education
Multilingual education
 
Comparative linguistics English- Italian
Comparative linguistics English- ItalianComparative linguistics English- Italian
Comparative linguistics English- Italian
 
Presentacion tic.ppt
Presentacion tic.pptPresentacion tic.ppt
Presentacion tic.ppt
 
Vibro-Tactile Enrichment Improves Blind User Interaction with Mobile Touchscr...
Vibro-Tactile Enrichment Improves Blind User Interaction with Mobile Touchscr...Vibro-Tactile Enrichment Improves Blind User Interaction with Mobile Touchscr...
Vibro-Tactile Enrichment Improves Blind User Interaction with Mobile Touchscr...
 
Sample School Improvement Plan
Sample School Improvement PlanSample School Improvement Plan
Sample School Improvement Plan
 
Cloud Computing Activitat 2 - UOC
Cloud Computing Activitat 2 - UOCCloud Computing Activitat 2 - UOC
Cloud Computing Activitat 2 - UOC
 
Mensagem
MensagemMensagem
Mensagem
 
Bienvenido a lego
Bienvenido a legoBienvenido a lego
Bienvenido a lego
 
OWASP, PT.OWASP, IBWAS'10 & Cia.
OWASP, PT.OWASP, IBWAS'10 & Cia.OWASP, PT.OWASP, IBWAS'10 & Cia.
OWASP, PT.OWASP, IBWAS'10 & Cia.
 
Rc samuel asprilla_lopez
Rc samuel asprilla_lopezRc samuel asprilla_lopez
Rc samuel asprilla_lopez
 
Carnaval 2014
Carnaval 2014Carnaval 2014
Carnaval 2014
 
Macromedia flash pro 8 luis
Macromedia flash pro 8 luisMacromedia flash pro 8 luis
Macromedia flash pro 8 luis
 
Variaciones bursátiles
Variaciones bursátilesVariaciones bursátiles
Variaciones bursátiles
 
Blade runner
Blade runnerBlade runner
Blade runner
 

Ähnlich wie 10 page design document (20)

Top 10 Games of 2013
Top 10 Games of 2013Top 10 Games of 2013
Top 10 Games of 2013
 
3. research
3. research3. research
3. research
 
Research
ResearchResearch
Research
 
rht
rhtrht
rht
 
3 Research
3 Research3 Research
3 Research
 
2. research
2. research2. research
2. research
 
Zeldaijij
ZeldaijijZeldaijij
Zeldaijij
 
1. Case Study
1. Case Study1. Case Study
1. Case Study
 
3. research
3. research3. research
3. research
 
Research
ResearchResearch
Research
 
3. research
3. research3. research
3. research
 
3. research
3. research 3. research
3. research
 
Initial plans
Initial plansInitial plans
Initial plans
 
3. research
3. research3. research
3. research
 
3. research
3. research3. research
3. research
 
3. research
3. research3. research
3. research
 
2. initial plans
2. initial plans2. initial plans
2. initial plans
 
3. research
3. research3. research
3. research
 
3. research
3. research3. research
3. research
 
Games Unit Final
Games Unit FinalGames Unit Final
Games Unit Final
 

Mehr von Sam Stratford

Marketing plan feedback evaluation
Marketing plan feedback evaluationMarketing plan feedback evaluation
Marketing plan feedback evaluationSam Stratford
 
Marketing plan feedback evaluation
Marketing plan feedback evaluationMarketing plan feedback evaluation
Marketing plan feedback evaluationSam Stratford
 
Structure & meaning of magazine covers
Structure & meaning of magazine coversStructure & meaning of magazine covers
Structure & meaning of magazine coversSam Stratford
 
Screen shot 2013 07-04 at 07.33.30
Screen shot 2013 07-04 at 07.33.30Screen shot 2013 07-04 at 07.33.30
Screen shot 2013 07-04 at 07.33.30Sam Stratford
 
Red run marketing plan
Red run marketing planRed run marketing plan
Red run marketing planSam Stratford
 
Sploder screen grabs
Sploder screen grabsSploder screen grabs
Sploder screen grabsSam Stratford
 
Description of programming language
Description of programming languageDescription of programming language
Description of programming languageSam Stratford
 
How to Lose a Zombie in 10 Days Evaluation
How to Lose a Zombie in 10 Days EvaluationHow to Lose a Zombie in 10 Days Evaluation
How to Lose a Zombie in 10 Days EvaluationSam Stratford
 

Mehr von Sam Stratford (20)

Marketing plan feedback evaluation
Marketing plan feedback evaluationMarketing plan feedback evaluation
Marketing plan feedback evaluation
 
Marketing plan feedback evaluation
Marketing plan feedback evaluationMarketing plan feedback evaluation
Marketing plan feedback evaluation
 
Structure & meaning of magazine covers
Structure & meaning of magazine coversStructure & meaning of magazine covers
Structure & meaning of magazine covers
 
Screen shot 2013 07-04 at 07.33.30
Screen shot 2013 07-04 at 07.33.30Screen shot 2013 07-04 at 07.33.30
Screen shot 2013 07-04 at 07.33.30
 
Red run marketing plan
Red run marketing planRed run marketing plan
Red run marketing plan
 
4 edited evaluation
4 edited evaluation4 edited evaluation
4 edited evaluation
 
Photofeedback 4
Photofeedback 4Photofeedback 4
Photofeedback 4
 
Photofeedback 3
Photofeedback 3Photofeedback 3
Photofeedback 3
 
Photofeedback 2
Photofeedback 2Photofeedback 2
Photofeedback 2
 
Photofeedback 1
Photofeedback 1Photofeedback 1
Photofeedback 1
 
Unit16 photo edits
Unit16 photo editsUnit16 photo edits
Unit16 photo edits
 
Unit16 lighting
Unit16 lightingUnit16 lighting
Unit16 lighting
 
Red run title page
Red run title pageRed run title page
Red run title page
 
Red run title page
Red run title pageRed run title page
Red run title page
 
Unit16 focus
Unit16 focusUnit16 focus
Unit16 focus
 
Unit16 composition
Unit16 compositionUnit16 composition
Unit16 composition
 
Sploder screen grabs
Sploder screen grabsSploder screen grabs
Sploder screen grabs
 
Flowlab screenshots
Flowlab screenshotsFlowlab screenshots
Flowlab screenshots
 
Description of programming language
Description of programming languageDescription of programming language
Description of programming language
 
How to Lose a Zombie in 10 Days Evaluation
How to Lose a Zombie in 10 Days EvaluationHow to Lose a Zombie in 10 Days Evaluation
How to Lose a Zombie in 10 Days Evaluation
 

10 page design document

  • 1. RED RUN Title Page RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13 Design by Sam Stratford & Lucy Taylor For Internet Browser Play Rating: £3+ Ship Date: TBC
  • 2. RED RUN Story & Gameplay The story plays out as follows. “Red, Red… RED!” a squeaky voice yells up the stairs at you. “What mum? I am just getting my cloak!” I reply in retaliation. You see, my mother and I don’t always see eye to eye. Well you could say we don’t agree ever; I like hunting in the woods and trapping rodents. She prefers to dress me in silly frocks and drag me to stupid social events. We have always been this way. Since my father passed away I always swore that I would try and repair my relationship with my mother, but well… she makes it ever so difficult. “Well… what did you want? You seemed persistent enough to scream at me!” ! “I wasn’t screaming at you Red, you just can’t be late for Grandma, she isn’t very well at all and needs these cakes and berries to make her feel better. Can’t you just take your mind off the woods for once!” I knew that arguing with her would only upset her, but the woods were my sacred place, somewhere that I felt content with myself somewhere I just felt free. (Decide whether to argue with mother or not) From here the player will decide how they wish to continue, if they want to argue with their Mother then there is a certain story path that they follow. If they don’t argue with Mother, they can continue along with the story line that they are already in the flow of. The gameplay itself is very much a story, you read the passages that come up on the screen, you then decide what to do. There are certain fixed options that will appear and the selection that is made during this period, depicts how the story is going to play out. The players’ decision will lead them along the story e.g. if they decided to argue with Mother then they would get sent to a page that actually sends them back to the start. This would be a test page for the player to see how the game functions and would put them back in the same position, only allowing them to choose; “Don’t argue with Mother”. RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13
  • 3. RED RUN Elevator Pitch & Game Flow The elevator pitch; Classic story tale crosses paths into a system of interactive fiction game creators, and gets thrown into the hands of ‘you’ the players. The player will grow as the game goes on as the scenarios become more difficult to deal with. They have a slightly more vital sense of consequence to them, as the game pans out, the character Red is put in more danger. The decisions that she encounters involve her gaining companions and dealing with situations by having particular items that the player has the opportunity to obtain throughout the process of the game. All of these situations are based around the story itself. If Red does something relatable in the story then it is tied to game by creating a scenarios around what has happened, to make the story more interesting we have changed some of the aspects that are involved. Red will come into contact with situations where the player must have picked up something in the previous passage to continue along a safe journey in the game. As the game progresses these objects will become more difficult to obtain and also become more of a problem if the player hasn’t got them at the correct in the game. At the earlier levels of the game these objects will be easily just a click away from, an option to go back and pick up the object will be available, however further on in the game this option will not be available and if the player hasn’t picked up the object or has the in-correct item then there will be a penalty put in place for them to encounter. RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13
  • 4. RED RUN Character(s) & Controls The player controls, Red. The young sassy adventurer, whom you read about in the synopsis and various other situations. They make the game different and special because it is them deciding what happens to a certain extent. As the game is guided to a certain degree and the player does the rest. The player doesn’t have too many options and activities to complete as the game is more about the story that is written in the text boxes. However it does also require the player to have some imagination. The player only ever plays as Red, the game characters are only NPCs (non- player-characters) which means that Red can interactive with them as such but they can’t be accessed or played by the player. I can image that playing the game as maybe the Wolf would very much change the aspect of the game but it would make it much more of a challenge to recreate a story line and basic character concept would entirely change the way that the story would play out. The controls are simplified below but it is purely a concept of clicking on the options that appear in front of you as such. The player will read the passage and then select one of the options that are laid out below the text passage e.g. This is Twine programming page, it looks different online and is customized to have an authentic Red effect on it, but the basic scenario is there. RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13
  • 5. RED RUN Main Gameplay Concepts & Platform Specific Features The player will experience a style of game that is quite different if they haven’t played anything where they have to make a lot of the decisions in the game. Not in the sense that they can re-create the story but they have all of the power when it becomes harder within the game. As each level progresses their experience will differ slightly as they have more control. The game offers a range of genre, itself programmed on Twine makes it a very indie game but it follows a fictional base. The game would be classed officially as adventure, I would say because the player has to take Red along the storyline following her adventure to get to the end destination. The game itself is broken down into various chapters and scenes. This seemed the most logical idea as it is essentially a story game. The game takes use of the features that are made available through the use of a computer. Audio files can be input into the game and easily changed once they are uploaded onto the audio file host site. Our game also uses the computers basic capability to create and alter images, we upload them as .png or .jpeg and then put them on the site to add to the visual effect of the game. Essentially these are the main form of graphics within the game. As we don’t have potential for box art either, we have focused a lot of the efforts into the character concepts and overall style of the gameplay. The game is kept to a small capacity size as it’s online and the unique simplicity that the platform adopts by being easily accessible via the internet, makes the game very easy to get out there. Having the game virtually 1 click away from the player if sent via an email or posted on another site. RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13
  • 6. RED RUN Game World The essential gameplay takes place in a world that we created around Reds’ life. Here are the areas that a player will encounter during the game. Red’s Room Our sketch style drawings don’t show much of Red’s room but she doesn’t spend much time in there any way. It is only really at the start of the game where she is picking up her cloak and we join mid conversation between her and her mother. Red’s Garage Red stores her bike, one of the items that you have to pick up to progress further in the game. Most of the first chapter is based between the house and the garage. Red’s Kitchen This is where the cakes & berries are kept, these are the key and most important item in the game, if you don’t pick up these the game won’t complete. If you follow the storyline you’ll know why. Outside Red’s House In this section is a brief solo passage but it can alter the game, this is where Red gets her bike and places the basket onto it. Entrance to the woods This is where Red makes a key decision in the first chapter, she also encounters her first possible friend/ enemy. The player is the one that has to make this decision. In the woods The woods is the most intricate place that the game currently has to offer, it has a totally different vibe. The player will hopefully feel the change has he/she enters it. Audio and imagery is worked slightly harder into the fabric of the passage here. RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13 Linear Navigation
  • 7. RED RUN Interface The player will navigate the game via the simple selection interface: The interface is very easy to use, it also basically tells you how to play and what to press in the first passage. The image to the right is a test sample and isn’t the RedRUN interface. It follows the same concept. It’s simple yet seems to be very effective. Each section of a chapter is designed to evoke different feelings in the player, our main aim was to use the music and imagery to try and convince the player that he is actually there. The music that we use throughout the game is all copyright free and obtained via sites that support of the use of young musicians and instrumentalists. We have these audio files play automatically when the player moves into a different passage or zone. Unfortunately these audio files can’t be played on this document but I shall mention what we used; a door slam, a bike bell and bike pump sound, leaves crunching and footsteps walking on gravel, we also used a noise for one of the final scenes of a wind swoosh; imitating Red being knocked from her bike by a low hanging branch. RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13
  • 8. RED RUN Mechanics & Power-Ups Gameplay Mechanics RedRUN uses a simple ‘gather’ mechanic, as Twine is quite a basic program it doesn’t allow too much alteration around the Javascript set detail. However you can design it to pick-up certain words and items. From this set up you can get Twine to remember what Red has already got and what she has picked up. This feature is extremely useful for when you want to program the game to only allow Red to progress when she has picked up a certain item, and using Twine’s basic features you can send her back to where it is obtainable if the player hasn’t picked it up. This feature is useful when trying to predict the players actions, obviously different people create different play styles. Some will play the game for fun or to pass the time, getting through the story in an amount of time. Others will want to cause as much damage to Red as possible as the game goes on, just to see what happens. These people try to test the game to it’s absolute limits. Others won’t just play the game but try and change the actual environment that is formed around it. Power-Ups Red can pick up certain items that will give her an additional option within the passage, she can only use this once, and then she will have to find another item that provides the effect. This item is the: Bike Bell- Providing an extra decision by ringing and calling out a pack of ! helpful carrying monkeys. There haven’t yet been any other items decided on that create an effect such to similarity to this. RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13
  • 9. RED RUN Enemies & Bosses Enemies The player will have to face not an enemy as such but environmental issues, whereby they require a certain item to progress. e.g. Some rope, a rubber dingy, or a parachute. All of these items are things that Red encounters further on in the game. Unfortunately the sample first chapter doesn’t contain. Each of these items are unique because they each give Red another advantage and option to choose from. Bosses Again at the end of each chapter we won’t have bosses but we will have a life or death situation. Making it a 50/50% chance for the player to progress with the game. At the end of chapter 1, Red has the choice to either continue along the pathway or risk going through a new entrance to the woods that she hasn’t seen before. The story will continue depending on the levels of risk that the player is willing to take. RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13
  • 10. RED RUN Cutscenes, Bonus Material & Competitions RED RUN RedPen Entertainment. 53 Northampton Place, Twinetree Grove, NE1 8PX. 07587157525 08/02/13