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(2 edits)

Yea i think I need story as well.  I've been writing a story generator for the past 2 days.  It's actually kinda neat now.  

You can move around a grid, and it will give you up to 3 tile types to choose from when you move in to an undiscovered area.  Whatever you choose gets place down. (Sorta loosely like wave function collapse, except with some player agency)

It has rules and weights on surrounding tiles to make sure its a valid choice before presenting it to you.

Then I have a bunch of generic story elements attached to those tile types.  You find a random [Feature] or [Character] in the [TileType] that is related to that tile type.

It also has a quest with requirements.  When you find the [Hermit] in a [Mountain] tiles, he gives you [an ancient map] that hints for you to find a [Hidden Chamber] in a [Ruins] tile.  

I kinda want to tie this in to my other game as like an overworld thing where you explore/discover areas, but actually have to go in to them and do stuff to fully uncover the tile and move on to the next one.

(+1)

So instead of creating a story you made a mechanic to create a story? Hah. Crafty. You do have at least a scenario or framework all this is happening in, do you?

Of course you actually do not really need it, as something like Minecraft demonstrated. But even that one did implement some sort of hidden goals and a bunch of scenarious on top of the sandbox environment. People like stories.

If pressed for a guess, I might categorize your game under survival, so far.

Anyways, the idea behind having a story would be, to have a framework of mind to ask questions about the game and give answers. Like, does this feature enhance the game. Is this needed. Is that needed. What is missing. What should I put here. What does this need to look like to fit into the narrative. What would these elements do. What elements are missing to compliment the others. And so on.

it's really hard for me to think in terms of narratives.  i always seem to see things objectively.  i guess i tend to avoid creating narrations so the player can hopefully come up with their own?  

I think you're right though.  A story would help me answer a lot of questions related to the design.  I just have problems sticking with one because... well I dont know maybe Im just afraid of commitment 😂 .