Storylines

007bond
Does anyone have a good storyline for a game in Quest?
I don't really have a good imagination and some ideas would be great!

007bond

GameBoy
well it all depends what concept, and/or what style your game is.

Sephiroth
Well I have the same problem I'm sort of copying off of a mix of L.O.R.D. and a D&D adventure for a small game.

007bond
Well, I haven't even got a concept for my game

007bond

GameBoy
ok well first think what time period it will be on.

It's easier at first (If you've never made a game before) to think of a movie you enjoy, and try and base it off that. or get ideas from a movie for a game concept. Then you will be able to come up with a basic story line

007bond
Thanks for the help

007bond

Sephiroth
Ste wrote:ok well first think what time period it will be on.

It's easier at first (If you've never made a game before) to think of a movie you enjoy, and try and base it off that. or get ideas from a movie for a game concept. Then you will be able to come up with a basic story line



Thats kind of what I did. I took the navigation system from my favorite Text Based Game (L.O.R.D.) and took monsters from D&D. But the storyline seems to be going nowhere. It is basically a hack and slash text game but I was trying for more of an RPG. It is for my creative writing class so I need a better storyline. If you can help please do. Right now you are supposed to fight your way through a mine because in the wellspring at the bottom of the mine there is "evil" poisoning the water.

Anonymous
Start by asking yourself a series of questions. For example - you write:

“you are supposed to fight your way through a mine”


In this scenario, who are “you”? Be specific in your mind even if you don’t include all the details in your game, age? gender?, race?, do you have a family?, do you live near the mine?
Why are you fighting your way through this mine and not someone else? Were you chosen in some way (if so, by who and why) or did you volunteer (again, why)? Have you ever done something like this before? Are you an experienced warrior facing danger with fearless determination, or a timid novice, terrified but eager to prove himself? You might be using randomly generated stats and/or allowing the player to chose some of the details of the character. This can make the player feel more involved, but it can also limit you creatively. Either way you should still have a lot to work with.

You refer to the “evil” that is poisoning the well. What or who is this evil? Why is it doing this? Is it just because it is “evil”?, or is there a more concrete motive? Have you ever faced this particular evil before? You might reveal these details at the beginning of the game or make the player discover them as they play, making it part of the game. But however you do it you should know them before you get to far in so you can drop hints, foreshadowing, back story etc.

You talk about poisoning the water. What kind of poison and what effect does it have? Does it just kill people? Does it kill them quickly or slowly? Does it make them sick?, if so what are the symptoms? Or it might be a mystical poison that infects people with “evil”. Or it could turn them into monsters or zombies or something like that. Is there a cure/antidote? If there is, is it given to the hero or is it something you need to discover?

Just some random thoughts that I hope help you in someway.

GameBoy
well the concept could be that you have to fight the evil and find the "whatever" to purify the water again.

Sephiroth
Well the basic idea is that you are an adventurer traveling from town to town in search of glory and riches. You come accross this town that has it's entire water supply poisoned at it's source (the well spring at the bottom of the mine.) The poison has wiped out most of the elders and leaves the entire town sick and helpless (here is where the player hopefully ads a little, rather they are hoping for some kind of reward or are just on some kind of holy quest.) The "evil" I mentioned is Jakk Tornclaw, a well known orc with an evil magic aura tainting any water around him with Lacadasia. The only known cure for it can only be made with fresh pure water. After killing him there is an immidiate effect on the water. Going from a thick black sludge to pure crystal clear water. Now as far as stats go I think I'm going to make one male and one female character from which you can choose at the begining of the game. Seeing as how I'm new at this and will probably just have stats improve at each level. Not very much customization yet. At least not until I am more familiar with this kind of thing. There will on the other-hand be a healer that is sick and can only cure physical wounds until the water problem is fixed. A dwarven Weapon Shop owner that shows signs of the sickness but his dwarven pride won't allow him to close up shop, and an elven armor shop keeper that is seemingly immune (until later in the game when he collapses and can no longer help you) other than that I'm not really sure. I am open to names on the disease as well. I don't really want a real sickness and nothing really sounds good so any suggestions you guys might have feel free to tell me.

Hemo
Hey Seph! How 'bout, The Wasting Death, The Mind Plague, Sephiroth's Curse, Tornclaw's Bain, The Breath of Doom, The Mist of Madness. Whatever you want it to be. Just think of a property or point of interest of one thing or another, give it a funky name, and presto! You got yourself a disease. It's easy. Have fun with it.

Anonymous
I like Tornclaw's Bain it sounds good! thanks

Cryophile
It's spelled Bane.

OldManRivers
Mman, that was superb! Tell us more please.

Hemo
Oops, I knew it was spelled that way. I was just testing ya. :wink: Glad you liked the name, anyway.

Anonymous
I used to write & draw comic strips with a friend years ago, and had an idea for an interactive story once. Worked a lot of it out with said friend, but I kind of stopped drawing those things. Still, the interactive story is there and I think Quest can make it all work brilliantly, if only I would start writing the damn thing... (I bought Quest over a year ago I believe).

Basically, the main character is walking down the street, and the player has three choices (control the character: go to A, go to B or go to C), and each choice gives three new choices, which each give three new choices... ad infinitum. The idea is real nice, but just thinking about all the work it would take gives me a headache..! Not in the last place because there's a lot of 'variables' in the story, and these's a lot of drawing (and scanning and colouring) involved...

paul_one
Hah, that "walking down the road" bit sounds really familiar to something I thought up once... Was to do with following a girl - fell through though and I didn't get any inspiration for it...

Erm, one idea I thought up straight away - use an array.... Personally in this situation, where it keeps giving 3 more choices, I always think of an array-type infastructure.... That and it always reminds me of those "choose your own story" books ;) .

Anonymous
That was pretty much the idea, make the user/reader create their own story. Sounds great on paper, but after writing about 700+ scenes things start getting quite complicated :S.
I wish I wouldn't have to work, I don't have time for a proper job, really...

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