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| <References>k__BackingField: |
| - Header: Launch Scene |
| Description: This scene loads on game launch and loads PSOs required for the |
| North Star experience generated from Unity's internal cache (this removes hitching |
| caused by runtime generation on all shader variants). |
| Reference: |
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| m_name: Game Flow |
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| - Header: Beat 1 |
| Description: 'A scene that handles all game logic for Beat 1. |
| |
| |
| Beat 1 |
| commences with the player adrift, castaway in the middle of the ocean on a |
| piece of debris. They can ring the bell to start the adventure, and use the |
| available Spyglass to pierce the surrounding fog and witness an approaching |
| vessel. |
| |
| |
| The Polaris emerges from the fog, her crew spotting the player |
| and rescuing them from their peril.' |
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| m_name: Beat 1 |
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| - Header: Beat 1 Game Flow Manager |
| Description: Automatically progresses the narrative based on where it is in larger |
| flow. |
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| m_name: Game Flow |
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| - Header: Beat 1 Environment Manager |
| Description: Where the environment and ocean logic is driven. |
| Reference: |
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| - Header: Beat 2 |
| Description: "A scene that handles all game logic for Beat 2.\n\nBeat 2 starts |
| with the player awakening in the Captain's Cabin onboard the Polaris. They |
| learn to teleport and are able to pick up and interact with items on the table |
| as the Captain, Bessie, enters and greets the player. Following her out onto |
| the main deck, it's revealed the crew have arrived at an island and are currently |
| docked. \r\n\r\nThe player is offered to join as the ship's new deckhand and |
| is put through a series of tests to prove they can join the crew. Along the |
| way they meet Audrey (ship Engineer) and Thomas (Navigator). They learn how |
| to set sail and take the helm to commence the adventure." |
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| m_name: Beat 2 |
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| - Header: Beat 2 Game Flow Manager |
| Description: Automatically progresses the narrative based on where it is in larger |
| flow. |
| Reference: |
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| - Header: Beat 2 Environment Manager |
| Description: Where the environment and ocean logic is driven. |
| Reference: |
| m_referenceType: 5 |
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| - Header: Beat 3 and Beat 4 |
| Description: "A scene that handles all game logic for Beats 3 and 4. \n\nTo manage |
| performance overhead, and given both Beats take place in a similar environment, |
| Beat 3 and Beat 4 were combined into a single scene.\n\nDuring Beat 3 the Polaris |
| is out in open ocean once again. The player learns to re-angle the sails while |
| getting to know their fellow crew members. A large wave knocks cargo overboard, |
| and Audrey teaches the player how to use the Harpoon to retrieve crates from |
| the ocean.\n\nTo start Beat 4, looking through the spyglass reveals an approaching |
| storm. The player helps tie down and secure the cargo before the storm hits! |
| The player is assailed by beating rain, heavy waves and flashing lightning |
| as they retreat to the safty of the cabin.\r" |
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| m_name: Beat 3 |
| m_path: |
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| - Header: Beat 3 and 4 Game Flow Manager |
| Description: Automatically progresses the narrative based on where it is in larger |
| flow. |
| Reference: |
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| - Header: Beat 3 and 4 Environment Manager |
| Description: Where the environment and ocean logic is driven. |
| Reference: |
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| - Header: Beat 5 |
| Description: "A scene that handles all game logic for Beat 5. \n\nWhen the storm |
| eases, the crew leave the cabin to inspect the damage to the Polaris. The ship |
| is knocked and Thomas is thrown overboard. When the player throws him a life |
| buoy, a giant tentacle hoists him in the air. The Kraken has emerged. The player |
| must use the harpoon to defend the ship from the tentacles, before working |
| with Audrey to reveal the beast's head and finally drive him off.\r" |
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| m_name: Beat 5 |
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| - Header: Beat 5 Game Flow Manager |
| Description: Automatically progresses the narrative based on where it is in larger |
| flow. |
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| - Header: Beat 5 Environment Manager |
| Description: Where the environment and ocean logic is driven. |
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| - Header: Beat 6 |
| Description: "A scene that handles all game logic for Beat 6.\n\nThomas scrambles |
| back onboard safely. Bessie reveals that they have arrived at their destination, |
| based on the player's hand turning completely silver. Togehter with Audrey |
| they turn two cranks to lift a heavy diving bell onto the deck. The player |
| enters and is dropped into the ocean to seek the treasure below.\r" |
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| m_name: Beat 6 |
| m_path: |
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| - Header: Beat 6 Game Flow Manager |
| Description: Automatically progresses the narrative based on where it is in larger |
| flow. |
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| - Header: Beat 6 Environment Manager |
| Description: Where the environment and ocean logic is driven. |
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| - Header: Beat 7 |
| Description: "A scene that handles all game logic for Beat 7.\n\nThe player pulls |
| the lever to descend through the depths of the ocean in the diving bell, witnessing |
| the marvels that lay in wait. When they step out of the diving bell, they can |
| use their hands to gesture towards the waiting shimmering orb, drawing it towards |
| them, and witness the conclusion of the adventure.\r" |
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| - Header: Beat 7 Game Flow Manager |
| Description: Automatically progresses the narrative based on where it is in larger |
| flow. |
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| - Header: Beat 7 Environment Manager |
| Description: Where the environment and ocean logic is driven. |
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| - Header: Free Sailing Scene |
| Description: A scene to freeplay with the sailing mechanics (accessibile in-game |
| from the pause menu). |
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