Hello everyone and welcome to another development update for my game Hero Soul.
This week has a major pivot for the game. Before I was mainly focused on finishing up the system of the game. Now moving forward I would also like to focus, instead, more on narrative development for the game.
So what exactly am I planning?
At it's conception Hero Soul was supposed to be a game that combined genres. I really wanted to see if an RPG could mix with a rogue-like and as such I have developed my game so far with that in mind. I've added procedural generated levels as well as progression systems such as talents, deckbuilding, and item collecting all in the attempt to mix the genres. However one thing that has plagued my mind while working on all this stuff was, one, will this even work, and two how the heck was I going to fit a story into the game.
So for this week I focused mainly on planning the story and asset creation. At conception my idea for the story was that it was going to be some-what procedural. Essentially I wanted to create a game in which the exact story experience would vary each time you play. The trouble for me was how exactly I was going to do this.
I've had many interesting ideas thrown at me and for this week I parsed though them and have decided on a direction I wanted to follow. For now, story in the game will be handled in a sort of episodic basis. Every level in the game will be considered and "episode" and within every episode, there will be an overall theme. For example for the Forest level the theme is "The Return of the Slime King" and the overall outcome will remain constant; the player will end up confronting the Slime King at the end. However the path the player can take to reach that confrontation will vary with every play-though and this is where I believe the proper amount of procedural generation can be added.
Going back to the Slime King episode, the procedural generated part of this episode will be the events that lead up to the confrontation. Currently I am brainstorming the events I want to generate but that is the general idea. This solution hopefully will solve or at least alleviate one of the biggest problems I've been facing with proceurally generating a story, the continuity. Hopefully in having a unified overall event and changing minor events will create the story continuity I am looking for.
Anyways I'll keep working and developing this idea out more.
I also began on working on asset creation this week working almost exclusively on adding more NPCs or non-player characters to the game. Here's one I am currently working on. I won't spoil too much about it since they will be used in the story I have brewing
That's it for this week, I'll have more updates on story development next week!