[p]Hello everyone![/p][p]After the launch of
Kaodi, weāve seen that one of the aspects youāve enjoyed the most is the narrative. Thatās why weāve decided to share how we designed the Inner World and the narrative progression in Barrenās journey š[/p][p][/p]
Inner World Design
[p]It didnāt take long for us to realize this would be quite a challengeānot just from an implementation standpoint, but also in terms of narrative coherence. What kind of system could we use to make sure we didnāt make mistakes in the progression of concepts? How could we create a balance between them so that some levels wouldnāt feel overloaded while others remained empty?[/p][p]Once we started writing the first drafts of the dialogues, we noticed the issue of not having designed the concept progression beforehand. We wanted each concept to matter equally, and it was essential to define what we wanted the player to reflect on with each one.[/p][p]We tested several systems that didnāt quite meet our needs, so we decided to create one from scratchāand it turned out to be the best decision we couldāve made![/p][p][/p]
The Concept Metro Map
[p]Thatās what we called it. Many members of Outlander Games live in the outskirts of Madrid, Spain, so itās very common for us to interact daily with the Madrid Metro maps.[/p][p][/p][p]
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[/p][p]We came up with the idea that each concept would be like a metro line, with its own specific color, and that the different interactions/updates of that concept would act as stations.[/p][p][/p][p]
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[/p][p]This exercise helped us a lot when defining connections between concepts, identifying areas or NPCs with overloaded interactions, distributing the narrative weight across levels, and even spotting dynamics that we had not yet implemented in the Inner World code.[/p][p][/p][p]
Want to see the result?[/p][p][/p][h3]
ššKaodi is now available on Steamšš[/h3][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]