The Great Selkie (Working Title) is the game I'm currently working on. It's a 3D mystery/exploration game that's centred around a small island in the north of Scotland. Using inspiration from mainly Scottish fairy tales, it's the story of a young boy tasked with saving his island from the impending apocalypse.
It's the first time I've worked with 3D and it's been a pretty steep learning curve.
My main goal with this project is to get a demo that looks professional and polished. Most of my work thus far has played well, but I wanted to focus on the visual and game feel side of development, and make a compelling game that doesn't need any "seeing past" to get to the story.
I'm working with different types of storytelling, while keeping to a fun game loop that can be enjoyed by a strategist focusing on earning points rather than narrative outcomes.
I am working with a general outcome for the story, but to avoid bottlenecking, I'm experimenting with different narrative outcomes for each character, and a more limited number of effects on the greater story. This way, the player can actually affect the lives of the characters in meaningful ways without the story branches getting to an absurd number.
This game is still very much in progress, and I would definitely be open to ideas or suggestions if anyone has any.
I feel the next step in my narrative design journey involves eliciting real emotions through gameplay, which is going to be very difficult, but is bound to happen if I keep creating with authenticity and get more and more practice.