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A Storyline...

A topic by MaxSMoke777 created Apr 04, 2020 Views: 221 Replies: 4
Viewing posts 1 to 3
Developer

There is a story in my game (tentatively titled) QuestORama. It's about an AI developed in a university by a clever girl that get's stolen by the Russian mob to loot and crash out servers. You're extensively a slave, injected into a place that's trying to kill you, by people who only desire the chaos you provide. In return for your forced theft and damage, they supply you with more weapons to continue your impromptu onslaught. Ideally, you'd discover your true roots, who's holding your chains, and break free. 

There's just one *little* problem with telling this story... I have no idea how to implement it. 

The game is a self generating series of systems, designed to give an open-ended experience every time you play. It's not a fixed narrative story. I can't forced the player to do things, but hope they take an interest in their own. And if I forced the systems that generate the level, I could end up making boring, fixed sections that I hate so much in other games. 

Games like Terraria have plots in their self generating systems. I'm not too sure if they are 100% successful, because I only know they exist because of Wiki's, even after dozens out hours of gameplay. I just didn't know what to look for to uncover them. The bits of the story should be a little easier to find if I want people to really FIND them at all. 

In MineTank, my other game, you can find story bits in every level. They appear as twinkly bits on the ground, and once you know they are there, it's easy to find them on the "Super-View". There isn't a Super-View in QuestORama. I have used shafts of light to indicate things, but those are already pretty cluttered with the Terminal and Drop Cases, so I wouldn't add any more there.  I have in-your-face markers for the Tears, but I certainly don't want more of those. Large icons already exist for the Gun Editor and Tutorials, but they are a bit artifical. I'm not in love with them. 

I *might* be able to give them out with the Hex Consoles. Maybe as something you get in additional to Data and the Broker menu. Of course, since NOBODY is leaving feedback, I don't even know if people are solving those consoles. The lack of any feedback at all is very troublesome in this game's development. I know you players are out there, and you download the game. You really have to let me know your thoughts. 

Perhaps story scenes don’t happen just in the basic worlds, rather after you clear a certain objective in the game (i.e hacking 5 nodes, killing 30 bots etc.) Like, after you have hacked 5 nodes, the next one you go into will instead bring you to a story-based area, where a boss could be found or something similar, afterwards put you at the node you were intending to go to. Also, I don’t commonly use the Hex Consoles. They sort of seem like a side thing rather than something that should be made essential to the main story. If I do use them, it’s usually after I’m finished hacking the node.

Developer

Well the hex consoles are something that are helpful, if you need them. I did leave the option to just go hack them all after you take over each node on the server. I know some people don't like puzzles so I didn't want to force them to use them. So you are using them as intended. 

I would love to have the game jump into more separate modes. The conduit you pass through when you open the tears, that gauntlet-style challenge, was just one of several types of mini-game environments I was thinking about adding. One of them was fish... aka Phishing. 

(+1)

Perhaps you could have something like a code or key, that you don't necessarily need to get to play the game, but with it you could unlock a path to bits of the hacker's servers, where you could try and take back your freedom. the levels could be just similar to the regular levels, or perhaps they could be boss rooms or minigames. Of course, if you don't really want to partake in the story, the game can just be the randomly generated FPS game that it acts as on the surface. Perhaps bits of the code or key to enter the boss rooms could be found after clearing nodes, or doing the minigame, Also, I just thought it'd be kind of cool to have a camera you could look through in the story rooms to maybe see the hackers using you or something. A fishing minigame sounds cool too. (oh, and if you didn't see it, I posted more feedback and ideas in this thread: Working alone in a Cave... - QuestORama (for Quest) v0.2.9 community - itch.io most of the feedback I have for the game could be found there, ideas here:https://docs.google.com/document/d/1eCm1AlzCQGmleF5K9ggayuzpFFIIjbHNA8tBQe6Sryg/...)

Developer (1 edit)

Right now, if you hack the hex consoles, there's a small chance you'll uncover some audio stories. They appear as floating audio cassettes you can grab. You have to buy the tape player to hear the cassette though. 

I would like to expand that into a greater metagame that involves earning your freedom.