Narrative and Card Design in Dungeon CEO
Hey there, fellow gamers and explorers! I'm Shivansh, and I'm here with a devlog for Dungeon CEO! In this one, we talk about the fun parts of making stories and cards. So let's get started!
Narrative Design:
In Dungeon CEO, story is a key part of getting players into the world of the underground realm, which is full of life and richness. As soon as players evolve into the main protagonist, the daughter of the fallen Demon King, they are thrown into a world full of trouble, danger, and chances. We want to transport players to a Victorian-era world where every choice matters and determines the future of Dungeon Company through interesting conversation, captivating stories, and deep interactions between characters.
A big problem in narrative planning is making sure that the main storyline doesn't get in the way of the player's freedom to explore. Players should feel like they are involved in the story, and that their choices and actions affect how it ends. To do this, we added branching scenarios, so that the choices players make during the playing phase have real effects and can lead to different endings and results.
Card Design:
Now let's talk about the cards, which are the most important part of Dungeon Company. Since our game is a roguelike deck-building game, the way our cards look and feel is very important. There is a different ability, power-up, or resource on each card that players can use to get through tasks and beat invading adventurers. Our cards, which include scary monsters, strong spells and traps, and strategic buffs, are made to give players a lot of ways to customise their decks and play.
One of the most significant things we've learned about designing cards is how important balance and interaction are. It's important that each card has a clear part and purpose in the game and in the player's deck as a whole. Finding the right balance between each card's pros and cons, as well as how they work with other cards, has been an ongoing process. We want to be able to make sure that playing with our cards is fun and rewarding through playtesting and player comments in the future.
In conclusion, writing the narratives and designing the cards for Dungeon CEO have been an effort of love that has been full of challenges, successes, and lessons that have been very helpful. I can't wait to keep improving and adding to these parts as we work to make Dungeon CEO come to life. Thanks for joining us on this great journey; stay tuned for more news!
Get Dungeon CEO
Dungeon CEO
Status | In development |
Author | Skylark Studios |
Genre | Card Game |
More posts
- Early visual development of Dungeon CEOApr 15, 2024
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- Enemies, Allies, and AI in Dungeon CEOApr 11, 2024
- System DesignApr 11, 2024
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