The core loop of the project was planned around exploring an ancient dungeon and spending free time in town. Each part with different activities merged into one robust system.
After interactive storytelling and different types of exploration, combat and level flow were the next topics to get familiar with.
The specific angle of the story made a base for interesting design choices.
- Main character is not the chosen one.
- The tower is visited daily by hundreds of adventurers.
→ Puzzles, treasures, and threats all have to feel reusable.
→ NPC's are present in "public" spaces throughout the dungeon with hints and small sidequests.
→ Levels have layers. Additional challenges and areas to visit later with newly acquired equipment and knowledge.
• Segmented to days, weeks and months, similar to Persona series.
• Shows and influences story progress.
• Makes each choice harder.
• Changing the content of both town and the tower based on different cycles.
The core loop of the project was planned around exploring an ancient dungeon and spending free time in town. Each part with different activities merged into one robust system.
After interactive storytelling and different types of exploration, combat and level flow were the next topics to get familiar with.
The specific angle of the story made a base for interesting design choices.
- Main character is not the chosen one.
- The tower is visited daily by hundreds of adventurers.
→ Puzzles, treasures, and threats all have to feel reusable.
→ NPC's are present in "public" spaces throughout the dungeon with hints and small sidequests.
→ Levels have layers. Additional challenges and areas to visit later with newly acquired equipment and knowledge.
• Segmented to days, weeks and months, similar to Persona series.
• Shows and influences story progress.
• Makes each choice harder.
• Changing the content of both town and the tower based on different cycles.