Justin's Reflection

When our group first start working on this game, we were already at a disadvantage. We were just part of a former group that had about almost 2 months into their development. Since we had only 2 more months before a final demo of our game was to be presented, the decision to do it in a narrative game style was made.

As the creator of the game, King of the Shadow Realm, I handled the writing of the story, while my partner, Austin, handled the programming. Austin spent his time learning how to take the scripts I made and separate them into outcomes. I meanwhile worked on two different scenarios that had multiple outcomes.

I fortunately had this idea for the game before we went to work on it, which helped speed things along. I worked on what the character's personalities would be, and how they'd interact with others. Having decided that the setting of the game would be in ancient Japan, I had to look up Japanese mythology and see which figures could serve as foils to the character's quest.

While writing the scenarios, one of the challenges Austin and I faced was how to let the players go through the story of the scenarios, reach different endings that had somewhat similar outcomes, and make the players feel like their experiencing it their own way. While I feel we've been successful in giving them the choice in the outcomes, after presenting our progress, we were told we should have more player interaction. I am currently working on the suggestion of having the player decide how the main character acts in certain parts of story. My inspiration for this was the formerly active gaming company, Telltale games, with how they had their characters have multiple dialogue options and outcomes, but still kept a path for the story.

We're nearing the time to present our demo to our audience. I am hopeful that the people who play the game will find it enjoyable.

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