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Published: 2014-03-16 14:06:35 +0000 UTC; Views: 198; Favourites: 0; Downloads: 1
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Description
Horribly ambiguous sketches of Adam's Bar, Alstorius's impending execution and an unintelligible scribble of Act 1's outline and the seven arcs I'd like to include. I wonder what Max thinks!Act 1: Making New Friends
1. Spooky portal cutscene from the SFH.
2. Drop into Mayus
3. Meet Phineas
- Get the Traveller's Map (automatically updates with your progress) and an amulet for holding elemental gemstones (crucial for unlocking doors, solving puzzles and upgrading your Wicked weapons).
- Explains inventory and buttons for you.
4. Explore and look for leads
- Poodle Informant, secretary and others will all say to go to Adam's Bar if looking for a job.
- Strongarms call Max over. Cutscene.
5. Try to go to theater, get blocked off by a mob.
- Accidentally free Alstorius, chase him into an alley, he escapes because he's AAALLLSTOOORIIUUUS!
+ Hax
6. Go back to bar. Find Alstorius. Incapacitate Alstorius.
8. Board the Strongarms ship and depart for Tylip.
- Meet the Strongarms
- Play poker with Vinny.
+ Poker to be a minigame in this, which can lead to collecting extraneous treasure, or just making easy money for buying supplies.
End of Act 1
Act 2: A New Danger
1. Strongarms head to the library-inn of Tylip.
2. Max delivers Alstorius to Tylip's warden, which happens to be Lord Bechstein.
- Fourth wall humor goes here.
3. Connor cutscene. Explosions.
4. Escort Tylip's residents to the Strongarms boat.
5. Explore Tylip's bamboo forest, searching for Connors.
- Platforming and mazes and monsters to chop, oh boy!
6. Find Connors, who sets Max into a hallucinatory trap.
7. You awake to find yourself in a cellar. Just a short cutscene.
8. Spirit battle with Connors.
9. Tylip has been saved from the new, mysterious danger. For now.
10. Plan to head back to Mayus in the morning.
11. Meet Gil, a mysterious and powerful assassian with a slender, almost twig-like figure. Seems to be an ally.
End of Act 2
Act 3: Danger Follows
1. Open with Max resting from the previous battle with Connors.
2. Woken up to noises of scrap.
3. Pirates have boarded the Strongarms ship (It needs a name)! More or less just a scene to show that the Strongarms aren't totally useless and can defend themselves from enemies of their own, non-magical caliber.
4. Return to Mayus and have fun at Adam's Bar.
5. Connors uses ice magic to blow the place up and start messing up Mayus.
6. Max meets Trasson, the resident Head Sorceror of Mayus. Together, they have to run around, beating up Draytech and fixing buildings.
7. Chase Connors into the Jungle and track him down. Eventually he gives up and teleports away.
8. Max needs to rest. Do so by attending the Mayus Theater for a short, amusing rendition of Pirates of Penzance.
9. Those bad guys from the future who want to turn Gil into a cyborg show up and start blowing stuff up too.
10. Beat those future bad guys up in a quick gauntlet match.
11. Mayus seems to know peace. For now.
End of Act 3
Act 4: Exploring the Streets of Mayus / Getting to Know the Locals
Lighter chapter with a lot more dialogue, sidequests and exploration.
1. Unrestricted exploration of Mayus, the Jungle and Tylip.
- Prime time to look for secret corridors, powerups and items.
2. Get to talk to vendors like Griselda (clothes, spirte color changes, trinkets), Gretel (potions, bombs and usables), Adam (potions and hints), Phineas (all sorts of objects, hints) and Trasson (manuever training, map clues)
- Gain the Pirate Attire, Wicked Chain, and ability to change your sprite's colors in this act.
3. Meet the Mayor and secretary and earn favor in Mayus, as if saving them wasn't enough.
4. Purchase the deed for your very own house in Mayus.
5. Run around playing poker with random bargoers and other npcs to gain money, hints, clues and trinkets.
6. Lord and Alstorius dig up the lodestone and get it working again.
7. Can sail back to Tylip to finish restoring it and to discover its lodestone.
8. Swim around Mayus and underneath it, to find buried ruins.
9. Magic!
10. The act ends whenever you decide to take the lodestone back to the SFH. Otherwise, you're free to explore as you please and complete sidequests. Most of which just involve snooping around and solving puzzles which revolve around using your skills and items.
End of Act 4
Act 5: Night of the Werefox
Play as Bechstein as he tries to help Max with his embarassing growth period! What? You mean that's not just an effect of puberty?
Skippable, because who wants to play as the boring human with no obvious super powers? *hair flip*
- "Hey, I'm part of the story now! Whoopee!"
1. Max returns to Mayus for Halloween, and learns that seasons are a lot shorter in Mayus. Year length is just the same, but it's been summer, fall, winter, spring, summer and fall again in just four months!
2. Mostly involves running around Mayus in the cold, rainy night acting like Guybrush, just trying to figure out where to get meat or fish or other wolf foods.
3. Work with Trasson to keep Max under control until the curse subsides.
Act 6: Return of Draytech
- It's been three full season cycles, and Connors is back to industrialize Mayus. This time he's brought a whole army, convinced the unexplored West Mayus to back him up, and he's brought the Draytech ARMS!
1. Recieve the Wicked Blessing and recieve the Godly Within armor and Wicked Spear. Time for heavy melee!
2. Big run-and-gun. Essentially turns into a level of Metal Slug.
3. Gil, Bruce, Maria, the Strongarms, Alstorius and Lord all show up to help protect Mayus.
4. Ends with Max fighting the ARMs. I forget exactly whati t looks like, but that's supposed to be it, in the upper-left corner of this image.
Act 7: Mysteries of Mayus / Roots of Mayus
Putting all your obtained weaponry, skills and wicked powers to determine why Mayus is around and why Max came here through the portal back in Act 1 anyway.
1. How did Mayus come to be? When did it come into existence as an arcadian little port town?
- Why are there no feral animals?
- Why are the humans of West Mayus so paranoid and fearful of anthrofolk?
- Why are there feral fish swimming around which no one objects to eating?
2. Involves exploring underneath Mayus and off West Mayus, exploring Tylip for its hidden ruins, and even investigating Rimmington and the Caprine Isles.
3. Is there even a mystery to solve or lore to learn? Yes! Do you need to be a fanfic fanatic to appreciate this? No! I intend for this chapter to involve simmpler platforming and enemies; sliding away from the LoZ2/Monster Boy exploration feel toward Megaman or Castlevania, or even Cave Story.
End of Act 7
End of vague, first storyboard synopsis for Adventures in Mayus metroidvania (Working Title: Chronicles of Mayus)
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Comments: 1
Maxthewicked100 [2014-03-16 20:31:04 +0000 UTC]
Love all of the concept and set-up! A little hard to follow by picture, but the desc explains well! Thanks for drawing me again, Bech :3
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