Difference between revisions of "Game World and Lore"

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(Story Node Writing Guidelines)
 
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Future home of game world info and lore.
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==Story Node Writing Guidelines==
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[[Story_System]]
  
Entity
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==Lore Overview==
*[[Entity]]
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Art Style Example
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What has been discussed as of Aug 28, 2014:
*[[https://www.youtube.com/watch?v=PZbkF-15ObM]]
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[[Entity]] is the master of / controls a (digital?) world. There are 5 zones to the world: At the center, where the player starts, is [[Temples|Entity's Temple]] and domain and Surrounding this area are 4 zones, each with a unique set of characteristics.
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[[Entity]] represents control, and like to see a world where all energy and forces are balanced. There are 4 other personalities ([[Glyphs]]) in the world: [[Glyphs|Life]], [[Glyphs|Chaos]], [[Glyphs|Knowledge]], and [[Glyphs|Trickery]]. A long time ago, Entity separated the [[Glyphs|glyphs]] and trapped them each in a separate zone. It put a [[Temples|temple]] there so that it could contain and control them, keeping each area and therefore the whole world perfectly balanced.
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Now the [[Glyphs]] have managed to destroy the towers and [[Entity]] can no longer see or control what is going on in each zone. Entity has brought the player into this world to help it do this. Through the HUD, Entity regains influence within you immediate vicinity and can help you on your journey to regain control.
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==Story / Progression==
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The player's (initial) goal is to rebuild each [[Temples|temple]] and reconnect [[Entity]]'s influence. Upon entering each [[Zones|zone]], the player meets/discovers the [[Glyphs|glyph]] that has been trapped there. Each [[Glyphs|glyph]] offers to give the player powers which they can use at will ([[Entity]] only does what you ask if it agrees). The player then works through rebuilding that [[Glyphs|glyph's]] [[Temples|temple]] using either source of power and then deciding at the end whether to reconnect [[Entity]]'s control or set the [[Glyphs|glyph]] free. If the player chooses to set the [[Glyphs|glyph]] free they can then continue to use the [[Glyphs|glyph's]] power anywhere in the world. This will, however, make [[Entity]] angry and lower the players ability to use (or impede progression with) [[Entity]]'s powers.
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Continuing to the next [[Temples|temples]] the player now has access to a more powerful or more diverse set of skills that they can use to overcome challenges. Each tower presents the player with the same binary decision, and this results in 32 (2^4) possible end states for our game (along with the order of completion etc.).
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===Minor Arcs / Challenges===
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Our system will populate the world with a few different types of tasks for the player. The tasks that are in the world will be designed to represent the players current mix and level of powers to ensure that the gameplay increases in difficulty and does not leave the player feeling as though they have made the wrong choice. We also don't want the player to get stranded with the wrong powers. We should, however, create tasks that are a bit beyond the power levels of the player to encourage gameplay and progression.
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#Blocker / Required Tasks
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This type of task relates to the main story, and is required in order to progress the story line of the given [[Glyphs|glyph]]. So far, we have discussed the idea that these tasks will also require deciding between two or more glyphs/entity. For example: Entity might ask you to kill a tree in the [[Zones|Life zone]] to create balance whereas the [[Glyphs|life glyph]] would ask you to plant another.
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#Optional Tasks
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This type of tasks is comparable to the grinding-type tasks that you might encounter in any open-world game. finding/looting chests or caches etc...
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==Gameplay==
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This sections describes the players experience and moment-to-moment actions (core loop).
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===HUD (Heads Up Display)===
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Your HUD system is a direct link to [[Entity]] and the [[Glyphs]]. It's usefulness increases as the game progresses depending on the player's choices.
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TODO: HUD STUFF
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===Core Loop===
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The player will follow this basic loop (Do Task -> Get Energy -> Upgrade).
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==Art Style==
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TODO Art Style
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*[[Game Samples]]
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*[[https://www.youtube.com/watch?v=PZbkF-15ObM Art Style Example Video (YouTube)]]

Latest revision as of 19:30, 20 March 2015

Story Node Writing Guidelines

Story_System

Lore Overview

What has been discussed as of Aug 28, 2014:

Entity is the master of / controls a (digital?) world. There are 5 zones to the world: At the center, where the player starts, is Entity's Temple and domain and Surrounding this area are 4 zones, each with a unique set of characteristics.

Entity represents control, and like to see a world where all energy and forces are balanced. There are 4 other personalities (Glyphs) in the world: Life, Chaos, Knowledge, and Trickery. A long time ago, Entity separated the glyphs and trapped them each in a separate zone. It put a temple there so that it could contain and control them, keeping each area and therefore the whole world perfectly balanced.

Now the Glyphs have managed to destroy the towers and Entity can no longer see or control what is going on in each zone. Entity has brought the player into this world to help it do this. Through the HUD, Entity regains influence within you immediate vicinity and can help you on your journey to regain control.

Story / Progression

The player's (initial) goal is to rebuild each temple and reconnect Entity's influence. Upon entering each zone, the player meets/discovers the glyph that has been trapped there. Each glyph offers to give the player powers which they can use at will (Entity only does what you ask if it agrees). The player then works through rebuilding that glyph's temple using either source of power and then deciding at the end whether to reconnect Entity's control or set the glyph free. If the player chooses to set the glyph free they can then continue to use the glyph's power anywhere in the world. This will, however, make Entity angry and lower the players ability to use (or impede progression with) Entity's powers.

Continuing to the next temples the player now has access to a more powerful or more diverse set of skills that they can use to overcome challenges. Each tower presents the player with the same binary decision, and this results in 32 (2^4) possible end states for our game (along with the order of completion etc.).

Minor Arcs / Challenges

Our system will populate the world with a few different types of tasks for the player. The tasks that are in the world will be designed to represent the players current mix and level of powers to ensure that the gameplay increases in difficulty and does not leave the player feeling as though they have made the wrong choice. We also don't want the player to get stranded with the wrong powers. We should, however, create tasks that are a bit beyond the power levels of the player to encourage gameplay and progression.

  1. Blocker / Required Tasks

This type of task relates to the main story, and is required in order to progress the story line of the given glyph. So far, we have discussed the idea that these tasks will also require deciding between two or more glyphs/entity. For example: Entity might ask you to kill a tree in the Life zone to create balance whereas the life glyph would ask you to plant another.

  1. Optional Tasks

This type of tasks is comparable to the grinding-type tasks that you might encounter in any open-world game. finding/looting chests or caches etc...

Gameplay

This sections describes the players experience and moment-to-moment actions (core loop).

HUD (Heads Up Display)

Your HUD system is a direct link to Entity and the Glyphs. It's usefulness increases as the game progresses depending on the player's choices.

TODO: HUD STUFF

Core Loop

The player will follow this basic loop (Do Task -> Get Energy -> Upgrade).

Art Style

TODO Art Style