Dev Log #3

Ah yes, another entry to add to the list. Wonderful *evil smirk*. 

Sup, it’s danish back on the track and we have another dev log entry! As previously mentioned in Dev Log #2, which you can find here, I went over my excruciating pain to write the plot and how it was made and the basic flow :). This entry in mainly to talk more in depth of the idea hole that is the initial document. Again, you’ll need to read Dev Log #2 to understand where all this is coming from (this is highly recommended).

Below, I once again have attached a PDF below for easy viewing and reading. Check it out!


As you can probably tell from above, this dev log focuses on the 3 taverns of the game/ story. They are mainly made as a saving space, such that the player can save an return whenever they want. This story might end up being a long one, so I didn’t want somebody to just sit here and finish everything in one sitting. There are multiple endings [which haven’t been quite decided], but there will definitely be some. Your actions also have quite big consequences that can compound on each other, so being able to play through multiple scenarios to get the whole game feel will be worth the while. The “true” player experience if you will.

I think the most hardest part of of the taverns will be the “pre” and “post” state. Not so much on the programming end (I already figured out how to do that on Twine), but just writing scenarios for each different part on the point scale (it ranges from 1-20). Doesn’t have a name just yet, its currently in development (other words known as an excuse of “I haven’t thought that far yet”).

On another note, point system essentially dictates what happens, whether that’s character interaction, environmental changes, and results or consequence that the story might send your way after a choice. Though this might result in forcing a character down a specific path due to story (trying to fix that at the moment), it’ll at least provide some meaning to the players actions and choices. They aren’t just some option on a screen, but instead an actual meaningful interaction with this fictional world.

Last but not least, as said in the second dev log, you can meet side characters which can be of aid in later adventures. You can also interview them for more information about the SCP’s that [REDACTED] company has asked you to interview.

That’s all for this dev log, but I wanted to avoid just restating what is already in the notes (they are quite self-explanatory-ish). The last dev log following this one will talk about main quests, side quests (thought this one actually includes the notes for them), and any additional dialogue [between the main cast]. See you in the next one!

– Danish out

Editors Note: Dev Log #4 is out, the pièce de résistance you could say. You can check it out here 🙂


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