Another log, quite refreshing, don’t cha think?
This is the final log, concluding the tale of planning and brainstorming that went into the plot creation for my story (which is actually being written at the time of this post). This log not only relates to Dev Log #2, but also Dev Log #3 (you should look at these first for the full context).
Another PDF to join the abundant amount of PDF notes. These ones look a little more scuffed. Again, when exporting OneNote notes (which is what I used here), the PDF converted doesn’t appreciate the highlight as OneNote puts it behind the text instead. I apologize in advance if the writing is hard to read because of the highlight 🙁
This log will be especially on the shorter side, as the notes are also short haha. However, we must continue the conquest of brainstorming! This dev log (as the notes suggest above) focus on the main quests, and mainly dialogue and or relationships. I sorta put the notes for the sides quests on the tavern notes, but I think they fit more there than here.
Moving back on track though, the main objective is that [REDACTED] company has asked you to go into SCP-XXXX and retrieve more information on specific SCP’s they have some, but limited knowledge on. They have given you a list of questions that might come in handy for their own findings, which are automatically updated to some sort of cloud system. In other words, the company assumes you aren’t coming back, so they also know they’re sending you into death? What you do with your collected information is up to you, whether you let them have it or you don’t. It won’t be this black and white in practice, but it’s the idea. Yes this might cause a longer story “branch”, but I think that’s the point of this project, to have a full and immersive experience.
For every act, it surrounds a specific SCP character. It’s laid out in a way where each act has 1 big boy whom also have relationships with the other ones. The quests and relationships can be seen in the PDF, but I’m also trying not to spoil too much 😉
One thing to consider that isn’t include on the notes is that these encounters can also be changed depending on information you’ve gathered, your interactions with other characters, where you’ve been, what time you were there, and the actions and choices you’ve made. Again, I’m trying to incorporate a “dynamic system”, which revolves once more around the point system. It’s explained here in Dev Log #3. That means you might die in an encounter, though that isn’t what I’m heading for. Yes, I think punishing the player for “bad” decisions is necessary, but death seems too futile in the grand scheme of things. What’s stopping the player from save abusing and trying again for a more favorable outcome? I think getting the player close to death and scathing for their lives is a much more meaningful experience, rather then just the “haha you died imagine” scenarios.
Overall though, that will be it for this dev log. The finale of the brainstorming agony has now concluded. Future dev logs will now include game development, and also story development, so look forward to those! With how everything is going, there is some sort of plot and direction this is going, so hopefully this planning pays off. See you in the next one 🙂
– Danish out
Editors Note: Dev Log #5 is out now 🙂
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