Along with his best friend (and fox - literal fox) Rolo, Luka is dealing with grief, but wanting adventure. The sad death of his father, and then the sudden disappearance of his mother, mean he finds himself being raised by an unfamiliar - but very loving - grandmother. Because this adventure-cum-visual-novel is the most extraordinary conflation of overlapping versions of a reality, in which your storybook choices redetermine the playing out of its narrative. But then it’s also about none of those incidents, as well. And it’s also a story about these kids taking actions that accidentally hurt one of their rivals, and a tragic sacrifice. It’s also the story of those same children attempting to investigate these peculiar goings-on, until they uncover secrets that lead to their untimely demise. Ultimately, it might depend on just what sort of game you want to make: the feel that you want it to have, how heavily it relies on questing, the place of exploration within it, and so on.Beacon Pines is the tragic story of a pair of young (animal) children who fall afoul of some nefarious characters working out of an old abandoned factory. That said, either could go in either direction if developed so, I think. The former approach perhaps also lends itself more-easily to a sense of progression being more open, while the latter perhaps lends itself more-easily to a more-structured approach. (You could even go with a hybrid approach, with questing providing the backbone of the player's collection, and exploration providing supplemental cards/words-or vice versa.) In the latter case, it might provide more reward for undertaking quests: completing tasks gives the player more tools to work with. (And indeed, there's another game on the forums here that does something similar, and in that example I feel that it works rather well.) It may also encourage players to interact more thoroughly with the game-world. In the former case, it might add to the mystery and reward of exploration. I could see either working, depending on how they're handled. I'd love to get some outside opinions on those two possibilities: get words/cards from simple exploration/interactions, or from quests given by other characters (in the above gif it may be the farmer asking Luka to return the missing pig to the pen, after which the farmer gives Luka a reward) Join us on Discord to follow development in real time!įollow on twitter for occasional fun gifs of the game. Use those words to uncover the truth of Beacon Pines. ![]()
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