%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: ee262462c8042e840a3146c602914c9a, type: 3} m_Name: TutorialReferencesScenes m_EditorClassIdentifier: m_title: Scene Walkthrough m_priority: 1101 m_tutorialConfig: {fileID: 11400000, guid: b356a0b1f496b4b4eb15067276f6d495, type: 2} m_showBanner: 0 m_references: - 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: m_referenceType: 0 m_obj: {fileID: 102900000, guid: 296af425155007f4aa00795226aa9323, type: 3} m_classType: m_scene: {fileID: 102900000, guid: 296af425155007f4aa00795226aa9323, type: 3} m_name: Game Flow m_path: m_guid: m_instanceID: 0 - 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.' Reference: m_referenceType: 0 m_obj: {fileID: 102900000, guid: 4253da1135ef5c94e829156efbf3bc49, type: 3} m_classType: m_scene: {fileID: 102900000, guid: 4253da1135ef5c94e829156efbf3bc49, type: 3} m_name: Beat 1 m_path: m_guid: m_instanceID: 0 - Header: Beat 1 Game Flow Manager Description: Automatically progresses the narrative based on where it is in larger flow. Reference: m_referenceType: 5 m_obj: {fileID: 0} m_classType: m_scene: {fileID: 102900000, guid: 4253da1135ef5c94e829156efbf3bc49, type: 3} m_name: Game Flow m_path: m_guid: m_instanceID: 0 - Header: Beat 1 Environment Manager Description: Where the environment and ocean logic is driven. Reference: m_referenceType: 5 m_obj: {fileID: 0} m_classType: m_scene: {fileID: 102900000, guid: 4253da1135ef5c94e829156efbf3bc49, type: 3} m_name: Environment m_path: m_guid: m_instanceID: 0 - 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." Reference: m_referenceType: 0 m_obj: {fileID: 102900000, guid: a57d475038ada9f479b1217d29533883, type: 3} m_classType: m_scene: {fileID: 102900000, guid: a57d475038ada9f479b1217d29533883, type: 3} m_name: Beat 2 m_path: m_guid: m_instanceID: 0 - Header: Beat 2 Game Flow Manager Description: Automatically progresses the narrative based on where it is in larger flow. Reference: m_referenceType: 5 m_obj: {fileID: 0} m_classType: m_scene: {fileID: 102900000, guid: a57d475038ada9f479b1217d29533883, type: 3} m_name: Game Flow m_path: m_guid: m_instanceID: 0 - Header: Beat 2 Environment Manager Description: Where the environment and ocean logic is driven. Reference: m_referenceType: 5 m_obj: {fileID: 0} m_classType: m_scene: {fileID: 102900000, guid: a57d475038ada9f479b1217d29533883, type: 3} m_name: Environment m_path: m_guid: m_instanceID: 0 - 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" Reference: m_referenceType: 0 m_obj: {fileID: 102900000, guid: 2dcf87d114aaed54792cd4ec343e2aa9, type: 3} m_classType: m_scene: {fileID: 102900000, guid: 2dcf87d114aaed54792cd4ec343e2aa9, type: 3} m_name: Beat 3 m_path: m_guid: m_instanceID: 0 - Header: Beat 3 and 4 Game Flow Manager Description: Automatically progresses the narrative based on where it is in larger flow. Reference: m_referenceType: 5 m_obj: {fileID: 0} m_classType: m_scene: {fileID: 102900000, guid: 2dcf87d114aaed54792cd4ec343e2aa9, type: 3} m_name: Game Flow m_path: m_guid: m_instanceID: 0 - Header: Beat 3 and 4 Environment Manager Description: Where the environment and ocean logic is driven. Reference: m_referenceType: 5 m_obj: {fileID: 0} m_classType: m_scene: {fileID: 102900000, guid: 2dcf87d114aaed54792cd4ec343e2aa9, type: 3} m_name: Environment m_path: m_guid: m_instanceID: 0 - 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" Reference: m_referenceType: 0 m_obj: {fileID: 102900000, guid: 90272b03ea5f6cd46b3a114b02465794, type: 3} m_classType: m_scene: {fileID: 102900000, guid: 90272b03ea5f6cd46b3a114b02465794, type: 3} m_name: Beat 5 m_path: m_guid: m_instanceID: 0 - Header: Beat 5 Game Flow Manager Description: Automatically progresses the narrative based on where it is in larger flow. Reference: m_referenceType: 5 m_obj: {fileID: 0} m_classType: m_scene: {fileID: 102900000, guid: 90272b03ea5f6cd46b3a114b02465794, type: 3} m_name: Game Flow m_path: m_guid: m_instanceID: 0 - Header: Beat 5 Environment Manager Description: Where the environment and ocean logic is driven. Reference: m_referenceType: 5 m_obj: {fileID: 0} m_classType: m_scene: {fileID: 102900000, guid: 90272b03ea5f6cd46b3a114b02465794, type: 3} m_name: Environment m_path: m_guid: m_instanceID: 0 - 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" Reference: m_referenceType: 0 m_obj: {fileID: 102900000, guid: 7afc5ac21c11b3948a47f3eb1f4b9f33, type: 3} m_classType: m_scene: {fileID: 102900000, guid: 7afc5ac21c11b3948a47f3eb1f4b9f33, type: 3} m_name: Beat 6 m_path: m_guid: m_instanceID: 0 - Header: Beat 6 Game Flow Manager Description: Automatically progresses the narrative based on where it is in larger flow. Reference: m_referenceType: 5 m_obj: {fileID: 0} m_classType: m_scene: {fileID: 102900000, guid: 7afc5ac21c11b3948a47f3eb1f4b9f33, type: 3} m_name: Game Flow m_path: m_guid: m_instanceID: 0 - Header: Beat 6 Environment Manager Description: Where the environment and ocean logic is driven. Reference: m_referenceType: 5 m_obj: {fileID: 0} m_classType: m_scene: {fileID: 102900000, guid: 7afc5ac21c11b3948a47f3eb1f4b9f33, type: 3} m_name: Environment m_path: m_guid: m_instanceID: 0 - 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" Reference: m_referenceType: 0 m_obj: {fileID: 102900000, guid: 0535de9e9d0c6044c883aeb804c4723a, type: 3} m_classType: m_scene: {fileID: 102900000, guid: 0535de9e9d0c6044c883aeb804c4723a, type: 3} m_name: Beat 7 m_path: m_guid: m_instanceID: 0 - Header: Beat 7 Game Flow Manager Description: Automatically progresses the narrative based on where it is in larger flow. Reference: m_referenceType: 5 m_obj: {fileID: 0} m_classType: m_scene: {fileID: 102900000, guid: 0535de9e9d0c6044c883aeb804c4723a, type: 3} m_name: Game Flow m_path: m_guid: m_instanceID: 0 - Header: Beat 7 Environment Manager Description: Where the environment and ocean logic is driven. Reference: m_referenceType: 5 m_obj: {fileID: 0} m_classType: m_scene: {fileID: 102900000, guid: 0535de9e9d0c6044c883aeb804c4723a, type: 3} m_name: Environment m_path: m_guid: m_instanceID: 0 - Header: Free Sailing Scene Description: A scene to freeplay with the sailing mechanics (accessibile in-game from the pause menu). Reference: m_referenceType: 5 m_obj: {fileID: 0} m_classType: m_scene: {fileID: 102900000, guid: f9b9f89e73ffd6e4f8cd3566cd336d81, type: 3} m_name: Environment m_path: m_guid: m_instanceID: 0