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In the words of the one, the only Andrew Zhou, this is all very much a work in progress and subject to change. Please drop your comments, questions, etc. in the Discord!

SYNOPSIS

Three consecutive winters. War across Midgard. And now, your Earl murdered by an undead hand. Ragnarok is here.

Your village lies in the path of the army of the dead marching to Asgard. But you and your village and aren’t going down so easily. Rally your villagers, pray to your gods, and prepare to fight for your life!


TONE: Presumably serious, but with a courageous edge to uplift it, with room for sardonic humor.


CONCEPT: Player character (PC) and their village are just bit players in the apocalypse. They will never be prophesized about, or remembered after they die. Even their gods barely know who they are. They know this is Ragnarok, and that they will probably not survive–but another day, another minute, another second of life is worth fighting for. The player fights through a seemingly endless night, and the game ends with the sun rising again.


CHARACTERS:

  • JARL, or EARL: title for the leader of the village; dies before the first scene
  • LIEUTENANT (Player Character, gender-neutral): is thrust into leadership when the JARL dies
  • LITTLE GIRL: She’s going to be important somehow, TBD
  • ELDER: probably a kind of advisor character, more details TBD
  • and more: TBD


PLACE: a small Norse community


TIME:

  • BEGINS at the beginning of the prophesied events of Ragnarok, just after the three consecutive winters and as the Fenris Wolf is eating the sun and moon
  • ENDS after Ragnarok, as the sun begins to shine again


The entire game thus takes place over an extended night.


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NARRATIVE STRUCTURE

Scene 1 –> Map (Easy) –> Scene 2–> Map (Intermediate) –> Scene 3 –> Map (Hard) –> Scene 4


SCENE ONE (summary): Necessary exposition of the following:

  • Player Character’s identity, place within the village (lieutenant, Jarl’s right hand)
  • Jarl is dead, killed by an undead (exposited by a boy who was with him)
  • Undead army is approaching from the South
  • How they’re going to get gods’ help through temples


SCENE TWO, SCENE THREE (later elaboration incoming): likely small, character-driven interactions to develop investment in the village, with some small plot justifications for game mechanics. Also, where most of the humor is going to be, if I can find any left in my soul.


SCENE FOUR (summary): the sun begins to rise; dawn is here; Ragnarok is over (?).

PROGRESSION OF MAPS

Summary: With each map, the ghost army is getting closer to the village.

Map 1 (Easy):

Map 2 (Intermediate):

Map 3 (Hard): 

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VISUAL NOVEL FORMAT

Andrew Zhou ’s beautiful illustration:

With the note of, instead of sliding, do a fade-in (also subject to team discussion)

  • Probably no branches or choices
  • Because the visual novel format can encourage player disengagement, have the player press x button for x actions, as relevant to the story
    • for example: VN text: “You walk softly.” Onscreen additional text: “Press X to walk softly.” Player action: Press X. Onscreen action: move to the next line.
    • Nikhil  is this going to be a pain to implement?
  • Skippable?
  • Voiceover?


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Questions we need to answer

  1. How is the narrative going to be present during tower defense gameplay?
  2. What is the dramatic question going to be at the end of each scene?
  3. More plot-driven (with an arc carrying through all the scenes) or character/slice-of-life-driven?
  4. …and more to come
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