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Author Topic: Mayor Create! Scenario Paths  (Read 2536 times)

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Arc

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Mayor Create! Scenario Paths
« on: June 12, 2008, 02:39:00 PM »

Update: The following were scenarios originally proposed by Skull Club members for The Mayor Videogame.

Please feel free to use this thread to cook up new areas.

No promises on what will be used in the new narrative, but pretending is fun



The Sewers / Arc + Niku
The Mayor will never enter sewers, instead opting to flood them. Fuck sewers. A future dungeon will be heavily foreshadowed as being the sewer, only for the flood to be initiated.
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Bongo Bill

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Re: Scenario Paths
« Reply #1 on: June 12, 2008, 05:56:49 PM »

So assuming that Brentai's plot summary remains mostly intact at this point, The Mayor will be undergoing a gubernatorial metamorphosis. Royam's "last" words have a haunting effect on Hizzoner, and he realizes he can no longer flee from his destiny. Thus he ascends the perilous Capitol Steps, to that ancient and shining-domed shrine of a greater power than municipal mortals were meant to know.

Perils await him therein unlike any he has encountered before. Lobbyists - themselves identical to an earlier, humbler boss - roam the halls in packs as a reminder of how much more powerful the party has grown.

Unconventionally laid out, the final room of the dungeon, the office of the soon-to-be-former Governor, is accessible from the get-go, where the incumbent can be spoken to, giving different messages based on the Mayor's progress through the capitol's obstacles. A harried but silver-tongued man is he, given to black humor. At first he treats the Mayor like a nobody, someone to be turned away diplomatically. Soon after that he condescends toward the Mayor as just another sucker who will perish on the campaign trail. Visits at around the two-thirds mark will induce the Governor to attempt to dissuade the Mayor from adopting his office, as it is a position that extracts a great price from the strongest of men. Finally the Governor realizes that it cannot be stopped; the ascendant Mayor is indeed worthy He pens a Letter of Resignation (which may or may not be useful later on), leaving the Mayor alone in the Governor's office, which will serve as his new base of operations.

As regards to the specific nature of the challenges, the Mayor must not only face the dangerous beasties (a few political, but most merely vicious - more on them below), but he must solve two puzzles: the first in the Legislature and the second in the Senate. In the Legislature, a bill is coming to a vote, and, if passed, it will be submitted to the Senate.

The Mayor must attach himself to the bill by pummeling the right legislator, who will propose that he be added as a rider. Certain clues (or perhaps block puzzles) will be present to indicate which is the right one, but it's perfectly possible to fight the wrong ones (they're identical, aside from elemental differences between the Majority and Opposition parties, and if he picks on on the bipartisan committee he has to fight two at once). The more of the wrong ones he fights, the more clues he will have, as they'll yield answers in response to beatings.

Once attached to the bill, he will be passed and taken to the Senate, where he has been called as a witness to the current Governor's impeachment. There will be a maze or find a key or something before he can answer the summons. Once there, he will be asked a series of plot-pertinent questions with Yes or No answers. The Speaker will invariably twist the answers negatively. Each question answered will result in starting with some sort of penalty - damage taken, a status affliction, or something. The correct answer is, of course, to Ignore all of the questions, leading to awkward silence and just making the hearing look bad. Regardless, when all the questions have been asked, the Senators will all pounce upon you, resulting in a boss fight, first against the Majority and Opposition Leaders (both of whom summon flunkies); when one of them goes down, he will be replaced by the Speaker, who has abilities affecting the order and frequency of attacks (equivalents of Haste, Slow, Stop, Delay, Quick, etc.) as well as to induce thematically appropriate status effects (silence, mainly).

Enemies fought in the Capitol include the aforementioned lobbyists and legislators, who (aside from the Senators) are the toughest common enemies in the area. There are the omnipresent hobos (who by this time have been palette-upgraded to Determined Panhandlers), naturally.

Also encountered are four varieties of lawbot. One of them is a floating security drone who will summon the other three. Red lawbots enforce the smoking ban, using abilities which diminish the party's Tophat. White lawbots enforce the weapon policies, using abilities which diminish the party's Cane. Blue lawbots enforce the sanctified peace and quiet of the government halls, using abilities which diminish the party's Monocle.

Also present, for some reason, are goblins, who always appear in pairs, always die if the other one dies, can only be affected by abilities that target multiple enemies, and have exactly opposite elemental resistances, which are different in every area; if one is vulnerable to a certain element, the other is healed by it, and vice versa.

There is a library in the Capitol, where one of the recurring minibosses may be found. I don't yet know what that miniboss might be. Maybe insufferable nerds?

This dungeon is obviously more person-oriented than most of the others will need to be, in terms of enemies. There can be arbitrary monster transformations if we want.

If there are any logical inconsistencies in that, I say we leave them in.

I think that we should not get more political than this.
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Disposable Ninja

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Re: Scenario Paths
« Reply #2 on: June 12, 2008, 08:01:07 PM »

I... I don't think there should be any politicking at all, honestly.

Anyway: The Old Man and The Mayor

The Mayor is called to sea by whatever booty he is tasked to obtain. Unfortunately, The Mayor lost his personal Cruise Liner in a wild and hilarious bet, thus forcing him to acquire a new vehicle for nautical adventuring.

Enter The Captain. Or rather, enter the run-down bar The Captain is telling long-winded stories in. The Mayor demands of The Captain his ship, the Whistling Whore; The Captain demands a great and terrible price of The Mayor for his services: money. The Mayor and The Captain haggle... with piledrivers. Mayor wins, Captain agrees to take him wherever he wants.

And so into The God Damn Ocean they go. Unfortunately, it's Giant Crab season in the Gulf of Mayor-O. Fortunately, it's only one crab. Unfortunately, it's still a pretty big damn crab. Boss Fight ensues.

Later that night, The Mayor takes a mighty piss. This offends Triton, God of the Sea. And so, a contest is put forth: a pissing contest, between Man and God. But The Mayor is no great fool, and he understands that he as a mere mortal cannot possibly out-piss a God. He speaks with The Captain, and is recounted an old sailor's tale of a seaman that drank from a strange Golden Goblet he found in a lagoon, and when that sailor went to relieve himself his urine became as a missile.

The Mayor, using his keen decision making skills, deduces the location of the Golden Goblet, and to there quickly aboard the Whistling Whore they sail.

This is where the scenario's dungeon is. Anyway, run around, kill things, find your way to the Golden Goblet and battle with the Boss monster protecting it.

Fast forward to the eve of the contest. Triton goes first, points his massive member skyward, and pisses so hard that he creates a massive storm. The Mayor, having had drank several gallons of whiskey prior straight from the Golden Goblet, releases a golden stream so powerful that he cuts the sky itself in twain.

Triton is furious, and demands of The Mayor the secret to his whizz. The Mayor indignantly tosses the Golden Goblet to his feet. Triton examines the mysterious artifact, and then proceeds to fall to his knees and weep. The Golden Goblet, you see, though once a powerful and magical item, had long ago lost its great power. The Mayor had the power all along. Defeated, Triton bestows upon The Mayor the treasure he sought.
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Brentai

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Re: Scenario Paths
« Reply #3 on: June 12, 2008, 08:10:12 PM »

  Burn the lands and boil the seas, but you can't take the piss outta me.
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Cannon

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Re: Scenario Paths
« Reply #4 on: June 12, 2008, 11:15:15 PM »

As an aside, I think Disposable Ninja is made it elegantly clear how The Sewers will be flooded later in the game.
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Zaratustra

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Re: Scenario Paths
« Reply #5 on: June 13, 2008, 04:22:53 AM »

The Mayor Goes To Hell

Loosely based on Dante's Inferno or something.

Arc

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Re: Scenario Paths
« Reply #6 on: June 14, 2008, 11:26:33 PM »

From a session with Max:

The Armed Forces
In his infinite wisdom, The Mayor privatized the Armed Forces of the zones. The same day, every last soldier and officer sold off their overvalued stock and retired. This explains why The Mayor must enforce his own justice.


Final Boss Options
In the fight with The United States of President, many Fallout-esque options for different endings can be taken (see: But The Future Refused To Give Out Change). Options include:

Agree --> "A doomsday cannon?  I fought my way here to buy the first one!"
Disagree --> You'll never get away with your plan to sell TAX FREE doomsday weapons in my city!
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Disposable Ninja

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Re: Scenario Paths
« Reply #7 on: June 18, 2008, 05:41:18 PM »

Dis Sucks Balls (Formerly The Mayor Goes to Hell)
The Mayor needs to go to hell. Fortunately for him, the entrance to Hell is in a lake on one of the nearby islands. Unfortunately for him, he's been putting Hell out of business with his newer, edgier Underworld (the name of which I'm leaving to the Dialog writers), and they probably won't give him a warm welcome. Although, it IS Hell.

After traveling to the island and through the entrance in the lake, The Mayor arrives at the River Styx, where he meets Ferry Cherry, the Ferrywoman of the Damned, whom then promptly falls in love with The Mayor at first sight for utterly arbitrary reasons. She agrees to ferry The Mayor, though informs him that it's the character of his very soul which determines which circle of Hell they arrive.

Unsurprisingly, they arrive at the Fifth Circle of Hell, the city of Dis, where the wrathful go to battle each other for all of eternity. To make matters worse: Satan had finally gotten word that The Mayor was actually in Hell, and it doesn't take long until some demons come and drag him to the Dis Coliseum.

Arena Battles ensue. Between each battle, Ferry Cherry sneaks into your holding cell to give you a helpful item or advice on the next fight.

Realizing that she's dealing with no average mortal, Satan decides to kick the crap out of you to death herself. Battle with the Devil ensues. You can choose to have Ferry Cherry in the fight with you, as her treachery had been discovered, and Satan decided to kill her along with The Mayor.

After you beat Satan and her terrifying Malicious Demon Cock and claim the prize you went to Hell for, you can return to the Dis Coliseum whenever you want and battle for amazing prizes.
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Catloaf

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Re: Scenario Paths
« Reply #8 on: June 18, 2008, 08:21:12 PM »

you can return to the Dis Coliseum whenever you want and battle for amazing prizes.

Once again, an idea which will likely not be implemented due to the length of the game.  It's also a bit too sidequest-y, I thought we were supposed to be avoiding that stuff.
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Disposable Ninja

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Re: Scenario Paths
« Reply #9 on: June 18, 2008, 08:47:10 PM »

All I'm suggesting is that walk up to a podium, tell the guy there "I WANT TO KILL SOMETHING" and then you get thrown into a  random battle.
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Brentai

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Re: Scenario Paths
« Reply #10 on: June 19, 2008, 01:51:46 PM »

Are these scenario paths all going to be unique, or will they branch off common paths?  I mean, the plot flow can either look like this:

Code: [Select]
     --
   -<
  /  --
-< 
  \  --
   -<
     --
(One common beginning, splitting into two main plot branches, each splitting into two resolutions.)

Or this:
Code: [Select]
  |--
  |--
-<
  |--
  |--
(One common beginning splitting into four completely different scenarios)

Or like this:
Code: [Select]
----
----
----
----
(Four scenarios with absolutely nothing to do with each other, to be completed at the player's discretion.)

Or we could drop the branching scenario stuff altogether and just make it a series of misadventures like a normal JRPG.

If we stick with the branching idea, I suspect it will end up looking somewhat like this:

Code: [Select]
                       Sub Scenario 1 (Dis)
                       (Get FERRY CHERRY)
       Main Scenario 1<
       (Get SAMMY)     Sub Scenario 2 (???)
      /                (Get ???)
START<     
      \                        Sub Scenario 3 (United States of President)
       Main Scenario 2         (Get ???)
       (Get DR. SNUFFLEOPOLIS)<
                               Sub Scenario 4 (???)
                               (Get ???)
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Brentai

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Re: Scenario Paths
« Reply #11 on: June 19, 2008, 01:55:22 PM »

For the record, I don't actually think the Dis scenario should be the end of any path; it seems more appropriate for Hell itself to simply be a pitstop on The Mayor's path to whatever.
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Disposable Ninja

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Re: Scenario Paths
« Reply #12 on: June 19, 2008, 02:00:28 PM »

Actually, I was under the impression that there wasn't going to be any plot branching and that the game would play similar to a Bioware game like Mass Effect (Opening Event -> Four Events that can be done in any order -> Ending Event).
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Arc

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Re: Scenario Paths
« Reply #13 on: June 19, 2008, 02:23:03 PM »

(Opening Event -> Four Events that can be done in any order -> Ending Event).

Indeed.
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Brentai

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Re: Scenario Paths
« Reply #14 on: June 19, 2008, 04:23:43 PM »

You realize that'll be hell to balance without some sort of bullshit leveling-with-you scheme, right?
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Arc

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Re: Scenario Paths
« Reply #15 on: June 19, 2008, 11:04:52 PM »

After the beginning section at The Mayor's Tower, player's can choose from four different zones. Enemies and new characters have four different preset levels of buffering so any combination of the four zones can be chosen. All new characters perma-join, avoiding balance gaps when a new zone is chosen.
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Arc

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Re: Mayor Create! Scenario Paths
« Reply #16 on: March 27, 2009, 10:04:18 AM »

Update: The previous entries were scenarios originally proposed by Skull Club members for The Mayor Videogame.

Please feel free to use this thread to cook up new areas.

No promises on what will be used in the new narrative, but pretending is fun
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