Devlog 24 - Storyboarding the Jackstrap Promo Video
Summary
This update was focused on the Jackstrap promo video.
The goal is to make a short vertical video that explains the game quickly: the joke, the objective, the enemies, and the actual gameplay underneath.
The tone I want is serious delivery of a stupid premise.
The video is becoming less of a random trailer idea and more of a clear pitch for what Jackstrap actually is.
What changed?
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Improved the video storyboard.
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Defined the promo as a vertical, gameplay-first video.
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Broke the video into clearer scenes:
- cold open
- premise
- objective
- core gameplay
- combo building
- character styles
- elemental effects
- escalation montage
- end card
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Planned the cold open around immediate action:
- Jack surrounded by nutcrackers
- enemies flying from hits
- camera shake
- impact flashes
- dust
- damage numbers
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Clarified the basic pitch:
- You are Jack.
- Jack is a living jockstrap.
- The Family Jewels are under attack.
- The enemies are the Nutcracker Legion.
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Planned how to show the core gameplay:
- move
- position
- interrupt enemies
- protect the objective
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Planned a combo-building scene where the player builds a sequence, then immediately sees it happen in gameplay.
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Planned a character-style section showing different Jack builds and specials.
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Planned an elemental-effects section to compare normal, fire, electric, and special effects.
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Made a rough storyboard sketch to start visualizing the video.
What I'm unsure about?
- I still need to decide exactly how the Family Jewels work as an objective.
- The video depends on that decision, because the objective needs to be clear in just a few seconds.
Open questions
- Are the Family Jewels a central defendable objective?
- How much of the final game should the video imply?
- How much can be shown as a mock-up without misleading people?
- What is the clearest way to explain the game in a short vertical video?
Next steps
- Finalize the objective shown in the video.
- Turn the rough storyboard into clearer scene sketches.
- List the missing assets needed for each shot.
- Build the most important gameplay mock-up shots.
- Add or test:
- camera shake
- knockback
- impact flashes
- dust
- damage numbers
- UI mock-ups
- attack sound effects
- Prepare a first rough version of the promo video.