The first chapter of the story I've prepared for my university course on the topic "Interactive Storytelling".

! SPOILERS ALERT ! The information below is intended for my mentors...

Archetypes representations: In the game were represented 3 archetypes:
1. Hero - the protagonist, whose choices  are determined by the player. Nothing special: a character who has a goal, and must manifest courage and ingenuity in order to achieve it.
2. Helper - Tomas Wake (the imprisoned smuggler, whom you can free) is a wise and experienced sidekick who can try to prevent the protagonist from doing something stupid and whose skills come in handy during the story.
3. Villian - Fr*nch privateers ("a tall man in an open blue uniform" and his friends); all conflicts are tied to the guys. I tried to give them individuality by describing their emotions, the motives for attacking the protagonist and replicas in French full of curses.

Branching: In the chapter I've managed to finish the hero has a global goal - to escape the ship on which he was imprisoned and which is being boarded by French privateers. In general, the plot follows a vector at the end of which you eventually escape by simply avoiding the danger, but in order to get a better ending (debuff-free), he must collect items. Grinding of items are substories branching off from the main storyline. At some point (when the player reaches the upper deck) he has the opportunity to choose from three paths, the outcome of which depends on the resources that you managed to collect.

Variables: Since we have an item grinding process, a few variables were introduced to follow the progress.

Usage of loop: In the process of collecting resources, you will have the opportunity to collect several items or make two tries in one zone, for which two loops have been implemented.

Stitches: Because there are story-driven events in the game that need to be mentioned no matter which path the player chooses (e.g. the beginning of the boarding) in order to more or less seamlessly glue the two paths into one with path-specific narrative differences - stitches are used.

State variables: Based on this state, as the story progresses, new details and possibilities tied to Thomas appear. I can also mention a variable that describes the state of the pistol, and in particular its readiness for battle; in this fragment of the story, it does not change anything, but in the future, debuffs can be applied to the player through it.

Comments

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My storyline was just like a science fiction movie, except this time the machines offered to negotiate a peace treaty instead of trying to exterminate humanity.
I guess the future isn't as bleak as we thought it would be!

~ Great work! Would definitely enjoy reading a second part.

Yet 'nother storey 'bout the importance o' helpin' others alon' the wae. Yarr!

This is an interesting and exciting story, especially because it has difficult choices, and every time you have to think which option is better. I would like to see the continuation of this story.

Very interesting story. Like all good stories, it explores what it's like to escape a crumbling ship with a man who looks like he belongs on a Lighthouse (2019)... Come to think of it, he truly resembles the famous actor Willem Dafoe...

It's quite an interesting story, especially since I like pirate stories. And of course I would like the continuation, because it's a really good idea. This history deserves a continuation

It felt very intense, and I did not expect selfishness to be the right thing to choose in the story xD
I k, can't wait for the continuation!