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<Tale of Dang Baek Script>

This is a narrative script written in a screenplay format. Since the script has to include detailed information as much as it can, I wrote the script considering a number of factors, including what the camera composition would look like, when the player could actually start playing the game.

This script includes the following:
- Name of levels
- Characters in each level
- Gameplay & cinematic scene of each level

Word was used for making the script. 

<Levels & Characters>

Screenshot 2024-12-17 at 7.26.01 PM.png
Screenshot 2024-12-17 at 7.26.11 PM.png
Screenshot 2024-12-17 at 7.26.20 PM.png

As shown in the pictures above, you can see which characters appear in which level. The beginning of the script always begins in this format and briefly describes which characters appear at which level.

<Cinematic Scene>

DangBaek1.png
DangBaek2.png

While playing the game, I thought that players needed a good story to immerse themselves in the game, so I allowed them to immerse themselves in the emotions of the protagonist. As shown in the picture above, the protagonist of the game, Dang Baek, lost his family by a criminal; however, the criminal was released a day after he was arrested, let alone imprisoned. Dang Baek became upset and decided to punish the criminal himself.

At the same time, the information needed for players to play the game was shown in a cinematic scene, allowing them to acquire the information needed for gameplay. The second picture shows a scene of Dang Baek seeing pictures of police officers related to the criminal, allowing players to gain information.

<Gameplay Scene>

DangBaek3.png

Scripts are, of course, responsible for showing the interactions and stories between characters, but what I wrote down was a game script, so I thought:

How do I naturally switch from cinematic scene to the gameplay scene?

So the method I've adopted is a quest window. I've made it quick and easy for players to play the game by showing them what they need to do, in a way that gives them quests.

The picture above shows a quote saying 'The quest window appears in the upper middle screen.' The quote shows players what their mission is going to be. After showing the quest, the window disappears automatically so it does not block the screen, since the blocking the screen with the quest window may distract players to play the game. After the gameplay, the scene transitions to cinematic scene

Huiyong's Game Design

© Peter Lim

All of these files are not commercially available. In addition, it is prohibited to change the work or make new work (secondary work) using the files.

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