Screenplay

Scene 1: Enter The Royal House of The BrickLayers: Joe, samAntha, and Little Timmy

In the living room little timmy is flipping thru some Tv channels briefly but in this order

1: An Advert for his cereal he wants. cinnomAnt Sweet Treats

2: A brief segment from Groovy Sweets

3: We Interrupt this program to bring you Breaking News: samAntha takes little timmy into another room before hearing the headline “Milk shortages across the globe are being increasingly tied to recent string of crimes in the local area” stay tuned for more

we have a convo with samAntha discussing the news and things about colony politics

we need a seemingly throwaway line mixed in with the obvious concern about the news and us going out for milk in spite of what the tv said and it will be crucial for an alternate ending something vaguely along the lines of “It’s dangerous you shouldn’t go out is there anything i can do to help? or maybe have a line like can i get you something to Drink? that one is the important one for the alternate ending so just trust me on that lol

we need the throaway line for the pet cat of meow {obviously} - i want the player to select the correct dialog option for this 9 times to trigger that ending

i want there to be only 3 dialog options per interaction One will be the correct one for the alternate ending(s) two will lead to either a joke or maybe a fakeout hint for something no real purpose necessary per se

one for sure throaway we’re putting in for these beginning interactions are “what? no what are you trying to do? are you a terrible FATHER? go and get little timmy the milk like you promised” but this line is only for first playthrough for these interactions. second playthough we can go all in on a wrong choice just giving you a false hint or something

The colony itself will be a beautiful area as well as outside of it but i say outside we have it kinda rough but not enough to notice Just what’s going on yet

The BrickLayer household will be like the average middle class family cuz royalty but not living like it

i want there to be visual cues of the games story throughout this scene and any other things that can either be seen as Oh cool backgrounds or Oh this is Telling me something

one example is have a little tiny mini world map somewhere in a framed photo in the house

little cat figurines or cat like knick knacks Everywhere. super important we emphasize the Imagery of The Cat. Cat Toys. Cat Jokes. Littered Throughout the game

Flavor Text for Everything sometimes multiple definitely not all the time

This should cover all possible dialog necessary in the house

Enter Outside the house on the way to get the milk and we make a mandatory interaction with our favorite new npc vagrAnt a homeless weird crazy guy possibly drunk possibly on drugs tells us all kinda crazy things. the most Most important things will come from Him 2 endings will require us to stay in the home obviously so we need some important foreshadowing of that from Him disguised as weird crazy talk only 2 other possible endings at all and they do require us to go outside but not to the same store we force the player to go the first time so i’m sure we can come up with dialog for that

End Scene 1