And so, we get to the narrative section of our game which has, and continues to be, the area that lags behind the most in our production. At the moment, I’ve writing out one of the three main faction story arcs, while also taking the time to make sure that the other arcs are updated to reflect the new updates made by the programmers. While it was time consuming at the time, this is really where that massive narrative overhaul really comes in handy. With everything now in place and the range of options we can now do on the quest level, I’ve been able to better tie the story arcs with the mechanics on the strategic level to really bring into perspective the large scale conflict going on in the game.
From the beginning, we’ve wanted to give players the option to chase down or skip the main story arcs, and with the current system I am able to add in a bit more nuance into the various routes that will be open to the player. This is all really exciting and daunting at the same time, as it does require rewrites across the board, but it is all an effort that I truly believe is worth it for the final product that Forged of Blood will become.
So far, we’ve implemented a good chunk of the smaller quests (with a veritable tonnage waiting in the wings for me to review), along with the opening act of the game. This has allowed us to have a small feel of how the narrative flow will be for the player and has further illuminated my writing. To give you guys a little perspective on our process, below is a quick snapshot of our opening act and how it was set up in Google Docs, and a look at how it translates into the system in UE4.