Scriptwork
FADE IN.
INT. OFFICE – DAY
A DIMLY LIT OFFICE. THE SOFT CLACK OF COMPUTER KEYS ECHO.
JOEL WRIGHT (40S), UNSHAVEN, TIRED EYES, SITS AT HIS DESK, PAPER COFFEE CUPS STREWN NEXT TO HIM. HIS HAND IS HOVERING OVER HIS LAPTOP KEYBOARD. THE GLOW FROM THE SCREEN CASTS SHADOWS OVER HIS FACE.
MOUNTED ON THE WALL, THE TV PLAYS A NEWS BROADCAST. A BREAKING NEWS BANNER FLASHES.
ANCHOR (V.O.)
(urgent, tense) We’re getting reports that all domestic and international flights have been grounded indefinitely. Officials have yet to—
A loud commotion from outside.
Joel’s eyes flick toward the window.
EXT. STREET – DAY
OUTSIDE, MARTIN GUTIERREZ (50S), A HARDWORKING MEXICAN MAN, IS IN A HEATED ARGUMENT WITH A WHITE MAN (30S) IN A WINDBREAKER.
WHITE MAN
You’re an illegal. Don’t lie to me.
Martin pulls out his GREEN CARD, thrusts it toward the man’s face.
MARTIN
I’ve been here twenty years, cabrón!
TWO UNIFORMED MEN APPEAR FROM THE SHADOWS, SHOVE MARTIN AGAINST A POLICE CAR.
Joel watches, frozen. His fingers tighten around his coffee cup.
MARTIN LOCKS EYES WITH JOEL THROUGH THE WINDOW. A SILENT PLEA.
Joel does nothing.
Martin is shoved into the back of the police car.
INT. OFFICE – DAY
Joel exhales, rubs his face.
CLAIRE (O.S.)
Joel!
HE TURNS. HIS WIFE, CLAIRE WRIGHT (40S), STANDS IN THE DOORWAY, REMOTE IN HAND, FEAR IN HER EYES.
CLAIRE
The news just said all flights are grounded. No one's allowed to travel.
Joel frowns.
JOEL
What do you mean, no one’s allowed?
Claire turns up the volume.
ANCHOR (V.O.)
—repeat, all borders are closed. No civilian travel permitted—
RAT-TAT-TAT!
Gunfire. Close.
Joel grabs Claire, shoves her under his desk.
JOEL
Stay down.
He bolts down the hall.
INT. MICAH’S ROOM – NIGHT
MICAH (17), HEADPHONES ON, PHONE IN HAND, OBLIVIOUS.
Joel storms in, yanks him by the collar.
JOEL
Move. Now.
MICAH
Dad, what the—
Joel shoves him toward the office.
JOEL
Get in. Lock the door.
Micah stumbles inside.
Joel sprints downstairs.
INT. BASEMENT – NIGHT
The stale scent of cheap whiskey lingers.
DARYL WRIGHT (60S), GRIZZLED, AN EX-MILITARY ALCOHOLIC, STANDS AT THE FOOT OF THE STAIRS, SHOTGUN IN HAND.
DARYL
You hear that?
JOEL
Dad, put the gun down.
DARYL
Like hell.
JOEL
You’re on probation. You can’t—
Daryl scoffs.
DARYL
Where the hell are your nuts?
Another spray of gunfire upstairs.
Joel bolts up the stairs.
INT. LIVING ROOM – NIGHT
Joel rushes in.
DARYL IS ALREADY AT THE WINDOW. HIS FACE FALLS.
JOEL
What?
Daryl doesn’t answer. Just nods.
Joel follows his gaze.
EXT. STREET – DAY
RED AND BLUE LIGHTS FLASH. OFFICERS MILL ABOUT.
NEAR THE SIDEWALK… MARTIN’S BODY.
LIMP. STILL.
Joel clenches his fists. His jaw tightens.
Daryl sighs, shakes his head.
DARYL
Didn’t even make it ten feet. They're killing people in the fuckin' streets! The whole world has gone to shit. It's all over the news .
A LOUD BOOM outside. Something explodes.
Daryl racks the shotgun.
DARYL
Hope you’re ready, boy.
Joel swallows hard. He isn’t.
FADE TO BLACK.
YouTube Script Excerpts:
Inside My Cyberpunk Game: AI, World-Building & Zombies | Devlog 3 | Neuro Crown
[Beat fades in]
(On-Screen: Fast-paced montage of gameplay clips, neon cityscapes, and intense action shots. Any shooting clips work for this) - [Note: if you want to create a fast-paced montage and it be an intro video for all gameplay videos, that might be a good choice! I saw many clips that could work for this. Let me know if you need assistance]
[After montage, start off with normal gameplay you have already in the current video]
Voiceover (excited, high-energy) [Note: if AI cannot achieve proper inflection, I would recommend a voice actor or using your own voice. But that is purely opinion]
"Hey guys, welcome to my channel where I show you the ins and outs of game development and my game here Neuro Crown is amping up more and more everyday. This game really got its premise after we went on a world-wide lockdown. I started playing with scenarios of patrol bots and then of course, like a lot of dystopian stories—zombies. But I wanted to do this a little differently than others.
Imagine this—you’re sneaking through a neon-lit cyberpunk city, dodging patrol bots and cybernetic zombies that can actually fight back. You hack a guard’s key, sneak to the upper levels (where you’re not supposed to be), and—BAM—you’re spotted! Guards are surrounding you and you whip out your weapon of choice and obliterate them, all in the name to save the city!
That’s the kind of high-intensity, immersive gameplay I’m building in Neuro Crown, and today, I’m showing you exactly how I’m making it happen. From combat AI to a world that adapts to you, this update is BIG—so let’s dive in and talk about it!
We’re talking about all things developmental such as:
- ● Smarter enemies
- ● Futuristic weapons
- ● And the making of cyber-zombies!
We will go over big changes to:
- ● The Game’s Flow
- ● World Design
- ● And Combat Mechanics”
The Secret Sauce: Flow & Immersion
“So first up, is all games’ secret sauce: GAME FLOW! Have you ever played a game so good that time just disappears? Like, you blink, and suddenly three hours have gone by? That’s called flow—the perfect balance between challenge and fun.
If a game’s too easy? It’s a snooze fest.
Too difficult? Rage quit.
And lately I have really been concentrating on game flow. I have been working on fine-tuning enemy AI and level pacing to hit that sweet spot where players stay engaged and feel rewarded for their progress.”
(On-Screen: Keep your gameplay going that you had previously.)
“For those of you that are unfamiliar with the story, it’s all about failed brainchip operations turning citizens into mindless and aggressive creatures. This outbreak caused a military lockdown and your main character [insert name] has to find a cure–fast—to save his brother from falling victim. This opens up our character to several difficulties such as moving through to other levels of the city, which is segregated by social class, all the while a military lockdown is underway and citizens’ brains continue to malfunction—with some even becoming zombified.
Because of all of this, we really want to keep the flow and pacing of the game going smoothly. That’s something I have been tinkering with quite a bit since my last update.”
World Design: Layers and Baking
“Now that we’ve talked about the flow of the game, let’s move on to discussing what helps players feel immersive. Let’s talk world design.”
(On-Screen: Keep your gameplay going that you had previously. Add in corner screen additions such as adding layers, colorations, etc the occlusion baking clips for example)
“The game is set in [Insert City Name], and I really wanted to make it feel like a living, breathing futuristic dystopia.
The city has three levels:
- ● Level 1 – Where the poor and unchipped citizens struggle to survive.
- ● Levels 2 & 3 – Home to the wealthy and the big and powerful corporations.
And if you don’t belong up top? You’re in serious trouble—especially with the military lockdown in place.”
(On-Screen: Flythrough of the world, showing different levels.)
“I’m going for that classic cyberpunk aesthetic—think neon pinks, blues, yellows, and purples lighting up the night sky.”
(On-Screen in corner or on full screen: Time-lapse of lighting and color improvements.)
“But let me tell you—baking lights in this game? Absolute NIGHTMARE at first. My first attempt? 8 hours just to render a single scene. But after testing different optimizations, I got it down to 2 hours, which means more time actually making the game even more fun and immersive.”
“Now, I’m still fine-tuning occlusion baking because sometimes objects disappear randomly (which is not great)”
(On-Screen potential glitches showing this?)
“But overall, performance has massively improved and I feel like I can work through issues with just a little more research and time.”
Smarter AI, Futuristic Weapons, and Combat Upgrades
“And speaking of a little more research and time, I have been doing a lot of development with the enemy AI recently.
Ultimately all enemies in the game need to feel futuristic which is why I’m toying with the ideas of adding:
- ● Built-in body weapons – I want to give the patrol guards a more futuristic feel. I'm considering things like weapons attached to their bodies. Think Transformers, almost.
- ● AI Enemy gear that detect you instantly – No more hiding in plain sight!
- ● And–Zombies with reactive combat skills – If you shoot their legs, they’ll crawl after you!”
(On-Screen: Quick cuts of AI behavior tests, combat sequences, and weapon effects.)
“I also want to add some insane weapon types, too, that really immerse you in that futuristic feel. Think:
- ● Energy blades that slice through enemies.
- ● EMP grenades that shut down patrol bots.
- ● And even Augmented fists for brutal hand-to-hand combat.”
CALL TO ACTION: “What weapon type would you love to see? Drop a comment!”
(On-Screen: Focus on weapon effects)
“But here’s where it gets even more fun! I have been developing ways that the player can choose how to navigate the world. Ultimately, the storyline remains the same, but the gameplay differs. You’re still trying to save your brother and you have to get to other levels to achieve that. But:
- ● Wanna fight your way up? Steal a guard’s key and storm the high-rise levels loudly.
- ● Prefer stealth? Ladders and hidden alleys let you sneak through to avoid some enemies.”
“This means every playthrough feels different—whether you’re a guns-blazing avenger or a silent assassin, the world and AI enemies will adapt to you.”
(On-Screen: Keep your gameplay going that you had previously. Only this time, have a small section in the corner showing any enemy AI testing that you have. The more difficulties the better, but if you don’t have any recorded failures or glitches that’s a-okay! Just focus on enemy development in this clip. Keep the transitions as smooth as possible.)
“This is something I have been working on quite a bit. Adjusting the way enemies react. Right now, I’m working on a system where patrol guards adjust their tactics based on how you play—so if you go in loud, they’ll call reinforcements. But if you sneak? They’ll spread out and search for you, making stealth feel way more dynamic. I also want to give the patrols the ability to duck, crouch, and hide behind objects during battle.
“In fact, the cover system needs a lot of work. No good third-person shooter is complete without a solid cover system. Right now, it’s… well, let’s just say it needs work:
(On-Screen: Funny clips of cover system glitches and fails.)
- ● My character doesn’t lean properly.
- ● Aiming behind cover is off.
- ● And the enemy AI doesn’t use cover at all.”
“But once I get this working, combat will feel way more strategic and intense.”
(On-Screen: Cut to fighting zombies!)
“Speaking of enemies, let’s talk about zombies now!
I am in the process of developing the zombies to Neuro Crown and we don’t see these as your typical ‘braaains’ slow-walking undead. The zombies in Neuro Crown? As I said, their former citizens who got cybernetic brain implants—until those implants failed, turning them into aggressive, mindless killing machines.”
“But here’s the twist: They’re not just dumb walkers. These are the citizens who have been through failed brainchip surgeries! I am wanting them to be fast, have the ability to block, and actually run after you!
(On-Screen: Close-ups of different zombie designs, concept art, and/or early in-game models.)
Right now, I’m testing two different styles:
- Full-on decayed cyber-zombies with glowing implants.
- Normal-looking citizens—but they act completely feral.
CALL TO ACTION: “Which design do you like better? Let me know in the comments!”
Let’s Build This Together!
“Developing Neuro Crown has been insanely fun, and I want YOU to be part of the process! In the video we talked about a few things I need your help with.
- ● What do you think of the zombie designs? Do you like the decaying zombie look, or a feral-normal-looking citizen?
- ● Got ideas for futuristic weapons? Let me know!
(On-Screen: “Comment Below!” “Subscribe for More Updates!” graphics)
“Thanks for watching—hit that like button, subscribe for more updates, and I’ll see you in the next Neuro Crown dev vlog! Stay awesome!”
[END]
Post a comment