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Dev Diary #55: The Write Stuff

Freeborn
A downloadable game for Windows, macOS, and Linux

Hi there! Tyler here. Hope your week is going well. Just checking in to share an update on Luckless Seven’s development. This week we’ll focus on my contribution, the game’s storyline!

The big news this week is that we’ve fully outlined the final three “Days” of the story. If you’ve been following development for, let’s say 3+ years, you might be asking yourself, “Wait a minute. These guys didn’t know where the story was headed?!”

Hang on! I can explain. Yeah, we knew roughly where things would end and which notes we wanted to hit, etc. But over several years of writing, resources and timelines can shift, requiring some flexibility. So the story shifts too!

Here’s how we write Luckless Seven:

  • Overarching Narrative: At the highest level, we have a massive text document outlining the whole story in broad strokes from the moment Mark wakes up on Independence Day until the end credits.
  • Quest Structure: A level down from that, we have individual documents going into more detail with quest structure: what the player can do, where they’ll do it, what actions will advance the quest, etc.
  • Dialogue List: In the same document, we typically include a comprehensive list of all dialogues for that story segment. Here we include detailed notes on ideas we want each dialogue to include: narrative exposition, plot advancement, choices, and fun character interactions.
  • Dialogue Scenes: At the most detailed level, we have the dialogue scenes themselves: written using Twine then imported into Unity. This is where the characters’ voices come in and bring the story to life.

Those two higher levels are what we’re celebrating. We’ve made some changes to the high-level charted course and now formalized the story’s thrilling conclusion with quest structure. It’s done! Now begins the delicate process of listing each dialogue scene with all the important notes they have to hit.


 Once that’s done, all we have to do is write 3-ish days of dialogue. Each day tends to have 20-30 dialogue scenes, and each dialogue can contain as few as 15 or as many as 300 potential lines.

So, we’re close to the finish line! Kinda, anyway. Please don’t tell me the math on that one. ;)

If you have any questions about how we tell the story, leave us a comment or join the conversation in our L7 Discord! We love questions and feedback.

See you next time!

Tyler

Download the latest demo on Steam | Itch.io | GameJolt | IndieDB

Also, join our Discord and Mailing List!

Written by Tyler Clementi, Pictures by Jesse Kooner

Files

  • Luckless Seven Windows 64-bit Beta Candidate 0.840x64 1.2 GB
    Apr 24, 2019
  • Luckless Seven Windows 32-bit Beta Candidate 0.840x32 1.2 GB
    Apr 24, 2019
  • Luckless Seven MacOSX Beta Candidate 0.840 (Universal) 1.2 GB
    Apr 24, 2019
  • Luckless Seven Linux Beta Candidate 0.840 (Universal) 1.2 GB
    Apr 24, 2019
  • Luckless Seven Windows 64-bit Beta Candidate 0.840x64 1.2 GB
    Version 1
  • Luckless Seven Windows 32-bit Beta Candidate 0.840x32 1.2 GB
    Version 1
  • Luckless Seven MacOSX Beta Candidate 0.840 (Universal) 1.2 GB
    Version 1
  • Luckless Seven Linux Beta Candidate 0.840 (Universal) 1.2 GB
    Version 1
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