Jack’s Crazy Adventure (title not final) is a fan game about Jacksepticeye that was inspired by a fan game about DashieXP, and I’m currently using Game Maker Studio to make it. Unlike The BOSS, JCA is actually a platformer. I don’t have much in terms of a plot, but I do know that The BOSS seems far enough away from what I’m trying to do. Anyway, below is a table of contents. Use Control F to go through these as I add on to this. Plot Levels Mechanics Thoughts and Other Features Issues Plot At the start of one of his videos, the power goes out. Then suddenly, the monitor for his computer turns back on with a bright white screen. Then he wakes up in Metropolis City. It is later revealed that he is in the world of what was intended to be a game for him, but what was supposed to be fun and games has become a matter of life and death for him and four of his friends. Just who is Nova, and why did his game go so wrong? Level 1 Synopsis: At the start of one of his videos, the power goes out. Then suddenly, the monitor for his computer turns back on with a bright white screen. Then he wakes up in Metropolis City. As he explores Metropolis City, he rescues Robin, Mark, Bob, and Wade, but something sinister still lurks within the shadows. Levels Currently, I have 3 Levels in mind. Level 1 is going to be Metropolis City, a reference to Powers VR. This will be a tutorial level for the most part, with five stages. One of the later levels will be Big Boss Base, referencing Subnautica. The final level will be Victory Town. So far, I’m thinking about making it only 5 levels long, as each level will have multiple stages. I might reconsider this and do 7 levels instead. I’m planning to do kind of a haunted mansion level as well, and maybe one based off Zelda and Mario too. The currently planned order is as follows. Level 1: Metropolis City Level 3: Big Boss Base Level 5/7: Victory Town I’d provide a list of bosses, but all of the ones I can name are spoilers. Mechanics Some enemies can defeated Mario-Style, but some require other means, such as punching (especially in the face), shooting, or using Jack’s Fun Moves. Did that last one catch your attention? In the game, Jack gets a Fun Meter. This Fun Meter fills while Jack is having fun, and gradually empties. You can fill this meter by damaging and defeating enemies or getting collectables. This meter also empties a set amount whenever Jack takes damage, uses his Fun Moves, or does a specific action requiring its use. Jack can have 3 Fun Moves equipped at a time. Next, his health is measured with cupcakes. Each Cupcake = 2 points of health, and he starts the game with 2 cupcakes, but can upgrade his health bar. First, the collectables: Coins Septic Eyes (Lives) Cupcakes (restores 2 points of health) Cupcake Containers (fully restores health and upgrades health bar) Cookies (partially refills Fun Meter) Box of Cookies (fully refills Fun Meter) Cookie Cake (Fully refills health and Fun Meter) Ammo/Energy for weapon? Second, weapons: Stasis Gun – This gun freezes a single moving object or enemy. Does not work on Bosses. Based Subnautica’s Stasis Rifle Concussion Cannon – This cannon blasts enemies away with just concussive force alone, but has heavy recoil. Crouch while firing to avoid recoil effect, and fire in the air to change your momentum, or give yourself a boost. Ineffective against bosses. Based on Subnautica’s Repulsion Cannon Sam Cannon – A gun that fires Septic Eye Sams. Perfect for anyone that wants to see more of Jack’s mascot. Beat Sabers – These swords replace Jack’s punch attack without the need for ammo or energy. Press in perfect rhythm to do follow up strikes, which increase in damage output and refill the Fun Meter more than normal. Press Fire Button to launch blocks. Origin self-explanatory. No Explanation Necessary – A beam weapon. There’s rarely time for any explanations in a fight, and it would take too long to explain how this gun was made or how it got here. Fortunately, its usage is as self-explanatory as its origin. Face Puncher – If the other weapons aren’t BOSS enough for your taste, this one fires fists that do increased damage when hitting one’s face. Now go punch things in the face like a boss from a distance! Finally, Fun Moves/Actions: Speed is Key! – Jack can expend his Fun Meter to move faster, doubling his speed. Does not require equipping Whoosh! – Jack can launch himself in a straight horizontal line. Hold Shift during execution to launch straight up instead. Can only be used once in the air without touching the ground again. Jack’s Scream – Jack uses his loudness to attack. HAAAAAPPY WHEEEEEELS!! – Jack does a wheelie on a bicycle to deal damage while shouting his signature Happy Wheels intro. Currently the only one I thought of originally that I actually remember. Billy Bot – Jack throws a robot version of Billy that explodes. Septic Eye Laser – Jack summons a giant Sam to fire a laser. Tag Team – Jack can call a friend to perform a random action. Thoughts and Other Features I intend to have the start of All the Way play on the Title Screen. I also intend for the high-five sound effect play whenever an option gets selected. I’ll probably even have Jack scream whenever he falls off screen or reaches his max fall speed. I’ll be having All the Way playing during Victory Town Stages for obvious reasons, and then have I’m Everywhere play during the credits. There will also be shops, because all of those coins need to be good for something. Robin’s Special Effects – Because Robin is Jack’s editor, his shop allows Jack to buy additional Fun Moves. Markiplier Mart – Markiplier sells upgrades and health. He also sells power ups. Wade’s Wardrobe – For no particular reason, I have Wade selling alternate costumes for Jack. Bob’s Arcade – Play minigames and fight enemies for more coins! Just remember, you have to actually have coins to have a chance to get any here. Those shops all unlock during Level 1. Also, Jack's Seamoth from Subnautica, Sally, will make an appearance in underwater areas, because I know he didn't like those in Super Mario Maker. I thought about having Sam providing hints, but I might give the player hints myself. I don’t know. Issues The current issues that I need to address are that I’m still trying to figure out to make the first stage. The second one is that I’m still trying to code player sprite animation. If I can get the player to change sprites when they move and when they idle, I can code more of the player controlled actions, because then I’ll have a reason to get more sprites ready.