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Sands Of Arcturus Beta

Turn Based, Choice and Consequence, Sandbox RPG, Rich Lore, Immersive · By SC0RPI0_Games [SOA]

The GuildTide (Narrative Tech Tree) System Sticky

A topic by SC0RPI0_Games [SOA] created May 02, 2025 Views: 55
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Developer (4 edits)

Guildtide Narrative Tech Tree System

Guildtide is a systemic narrative engine designed for non-linearity and emergent gameplay in Sands of Arcturus. It structures progression as an interconnected tech tree where player actions—faction interactions, recruitment decisions, and exploration—generate branching paths without predefined linearity.

Core Design Principles:

  • Non-Linear Progression: The only fixed sequence is the introductory segment, which softens the learning curve and emphasizes survival until the first recruits are acquired. Once the player exits this guided entry and familiarizes themselves with the world, progression becomes fully non-linear. Factions form the nodes. Player influence unlocks branches intrinsically tied to prior states, with ongoing learning and familiarization woven throughout.
  • Systemic Reactivity: Faction states are tracked via switches. Completing quests for a faction or spending time questing in its territory triggers switches that unlock new branches, recruits, merchants, and camp features aligned with that faction. Milestones reached through sustained engagement cause the faction’s presence and population to grow in the world, with additional sprites appearing in relevant areas.
  • Emergent Outcomes: Scripted event cascades emulate unscripted behavior. Choices compound: early exploration combines with mid-game faction investment to yield unintended (and intended) structural shifts. The Flexibility Factor ensures combinations (e.g., a Rogue pursuing mystic paths, a Mystic pursuing roguish or soldier paths, a Soldier pursuing mystic paths, or a Priest pursuing roguish paths) produce unique tree evolutions.
  • Intrinsic Choice Weight: All decisions matter permanently, with consequences embedding intrinsically in world state. Replayability derives from combinatorial variance: over 40 faction-tied recruits yield exponential party combinations that are inherently fun to experiment with in combat.
  • Replayability Engine: Tree depth scales with player agency. Systemic feedback loops—faction populations expand, camp services evolve—ensure divergent playthroughs (e.g., orderly vs. chaotic runs) without artificial gates.

Guildtide rejects scripted linearity for a reactive ecosystem: Arcturus responds as a coherent whole, where non-linear exploration drives intrinsic, emergent narratives. Built in RPG Maker VX Ace, it prioritizes depth over hand-holding, rewarding experimentation with meaningful variance.

Please feel free to share your experience with the system here!

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