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03 Beta 01 the Break Scene
The playable sequence between pre-break and post-break. The player leaves the volley game and walks through what they walk into.
The championship arrives, the protagonist duels and wins, the win feels hollow, the protagonist blacks out. Then:
This is an idle desktop game. It lives in a small window and doesn't demand attention. The break is the one moment where that contract changes, and the game needs to ask permission first.
On cut to black, a dialogue appears: continue or save and quit. No indication of what's coming. If they continue, the window dynamically expands to fill the screen. This has never happened before and is never explained. If they save and quit, they pick up from the same point next time.
- Cut to black. No transition, no fade. Instant. The game is gone. Dialogue: continue or save and quit.
- Fullscreen. The game takes over the display.
- Sound fades in. Not music. An ambient sound the player has not heard before. The sound tells you where you are before you can see it.
- The scene fades in. Same visual language as the construct but developed: more detail, more depth. The construct was always a simplification of this place.
- The player walks. 2D, walk and interact, keyboard controls. What the protagonist walks into, and who is or is not there, is open. The art bible's §7 carries the working picture; the outline carries the working spine.
- Music. A piece that has never played before.
The player explores for as long as they want. When they're done, credits 1 rolls. The game returns to its window. Prestige triggers. The player now knows something the paddle doesn't.
- What the protagonist walks into. Who is present, who is absent, what the town looks like after the break.
- How does the player indicate they're done exploring?
- How long should the scene be spatially? One screen, multiple screens, a scrolling town?
- The milestones-hidden-as-ordinary-details device (house number, bus timetable, score on an arcade machine) was on the table; whether it survives depends on what the scene is.
Contributing
The game
The Cast
Process
Reference