Traveler’s Tale™ - Devlog
A Party-Based, Procedural Storytelling Travel Game
Paper Engine™ Devlog - Ink’s GitHub Page
(Screenshot below is entirely placeholder art except Character as portrayed above)
Inspired by The Hobbit, more than anything else. Also inspired by Lord of the Rings, D&D, Pen & Paper Gaming, Miniature Gaming, Board Gaming, Text Based Games of Old, Roguelikes, and some of my favorite indie games: Curious Expedition, FTL, Neo Scavenger, Darkest Dungeon. I can’t list everything which inspires my designs. I am personally a hardcore gamer, living & breathing video games for the last 20 years, most of which was all day, every day. Hardcore is an understatement. Gaming is my life, and I have a huge passion for Game Design.
As of now, the theme is Medieval High Fantasy. Knights, Dragons, Elves, Goblins. However, it isn’t out of the question to have other themes later on*.* As long as it’s always a Party-Based, Procedural Storytelling Travel Game.
Made With Unity. (We will be sure to include a list of Asset Store Assets used to help us complete this game. Credit where Credit is due. Love Unity & the Asset Store!)
All aspects of the Game are currently in the Prototyping Phase.
All input will be read & considered.
Notes on my view of the Game’s Design
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Simplicity. This is to be a game we can create in 1 - 3 months.
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Quick Playthrough. A single session should last 0 - 5 hours. Think the brief session time of Curious Expedition or FTL. Play. Replay.
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Focus on the interesting aspects of a story. Skip or Condense the tedium & boring components of Travel, and focus on the Fun pieces of the Journey. This doesn’t necessarily mean Epic encounters, but always Interesting ones. Run low on supplies, and your crew may have petty arguments with decimating consequences.
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“It’s the Journey, not the Destination.”
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Focus on Travel. Preparation, Weather, and maintaining your party’s Morale as you spend years away from home.
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“The rain pours on for days as the region has a world-ending flood. If you don’t make it to higher ground in the next week, you may not survive.”
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“The cold weather causes your sword to stick in its scabbard. Best be careful next time you find yourself in a conflict in such cold weather.”
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Focus on the perspective of the Player as the Leader of the Party. You will need to make tough decisions which will determine the life or death of your crew.
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Ultimately, you will make the hard choices along the way.
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Your crew might argue with your decision, make irrational demands, or poor decisions which require you to bail them out.*
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Focus on a period of Rest in Cities, following your Travels. You’ve made it to the city, and your party members will each go off to do their own thing. They will return not only refreshed, but bring with them potential rewards or troubles as they relieve the stress caused by your journey.
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This is the main part of the game where the personality of your crew get to shine.
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“Next time, maybe you shouldn’t bring with you a team full of Alcoholics.”*
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Focus on additional Non-Violent conflict resolution. Want to be a team full of Artists, Songwriters, and Scribes? This is your game - and it will be just as fun!
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Inspiration from my decades of love for Pen-n-Paper gaming. I want this game to be an expression of a good, free-flowing dungeon master taking your party on a realistic journey through a fantasy world as you choose each twist & turn.
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Dice-Based, Text-Based Conflict Resolution. Roll your dice & see the story unfold. (Combat may have a few additional, small components to it. Still in design.)
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Design inspired by my decades of love for all types of Gaming. PnP Games, Card Games, Board Games, and those Niche Video Games many of us love.
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Turn Based
What this game is NOT
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NOT a traditional JRPG
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NOT a traditional turn based combat system.
Although combat is turn based…
You don’t move your party around in a Tactics game.
You don’t slash your sword back & forth lowering hit points until someone dies.
You roll your dice, perhaps make a few choices, and then the story unfolds as to what happened. -
Combat is Chaotic.*
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Wounds are Lethal.* (When I PnP, I play Shadowrun with optional rules for deadlier combat).
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NOT a game only about Combat. Not only is non-violence an option, but even a soldier can handle conflict using their prowess without necessarily murdering everything for loot.
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NOT a dungeon crawler. The World Map is 1 hex per Day of travel. Dungeon encounters will be more of an abstract series of encounters in Scene Mode - unless the dungeon is so enormous it takes months to travel through.
Some additional Notes (Design is currently in progress. Scope may remove or change the following entirely.)
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(In Development Design) A variety of stories (Heroes with different Goals; A Beginning & Ending) splattered with procedural storytelling along the way. Multiple Endings with Procedural components, forming a unique twist to a Hero’s story. I thought this is a better path than purely random storytelling, as the more random a story the more stale & repetitious it becomes.
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Attempt to minimize repetition.
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“Oh…another village with a different adjective & randomized name? Um…okay…cool I guess?”*
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Additional Choice Endings based on who or what is in your party at the end of the story, if any remain. Pushing your way through to reach the destination as fast as possible, without any care for the lives of your crew, may change the results of your story quite dramatically.
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Endings mid-progress, such as the choice to end the game at the very beginning, in the middle, or push onward to the bitter end.
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(In Development Design) Hero Storytelling which focuses on the Alignment of the Hero.
Neutral-Neutral stories would be very open with choices, freeing the player to play any way they want. There is no overall narrative for the Hero. This is more akin to an open world RPG, but with a goal.
Lawful-Good or Unlawful-Evil stories would still attempt to give a variety of choices, but without hurting the overall narrative of the Hero. This is a bit more on-rails. An evil necromancer trying to do good is just as likely to result in more evil being done than less. Cause those ungrateful villagers deserved it. -
Not always an Epic Quest. You aren’t always going to be playing as a heroic Paladin out to rescue a princess or an epic Dragon conquering the lands. You may like to play a common hero. A Merchant out in pursuit of trade or a Peasant family trying to find somewhere to live. Possibly quests without end - a procedural generated world which continues until you either accomplish your goal or die trying.
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(Theoretical - Possible Post-Release) A theme beyond Medieval High Fantasy. With the name of the game & story telling focus, it isn’t out of the question to make heroes & questlines focused on a theme like a Jules Verne Steampunk space theme, “20,000 Lightyears Into Space” or a Western-style theme with lawmen, natives, and train robbers. It really depends on the scope (how long content takes for us to create) and the demands of the community. Or completely new games based on the same/similar engine.
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(Theoretical - Possible Post-Release) Customization & Modding. Create your own Hero, write your own story, change the balance of the game, and share with the community! We can’t recreate your favorite fantasy story, but I guess you’ll be able to, no matter how much we disapprove ;).



















