Infinite Storyes: A Fantasy Story Generator
I’ve started the process (again) of creating the game I always wanted to play - a unique adventure named Infinite Storyes. Yes, with a “y”. The concept is quite unique, though over the years some games like Wildermyth, Pendragon, and Roadwarden came really close.
Infinite Storyes is not just a game; it’s a fantasy story generator at its core.
You will embark on quests leading you on a journey through a living world, where you will interact with believable people. The world reacts to your strategic choices and shape the narrative dynamically, creating unique story arcs and unforgettable moments. There are no wrong paths, as the story is procedurally generated based on templates and your actions.
In short, imagine experiencing the journey of Frodo Baggins, but with the ability to continue the story even if Frodo gets captured on Weathertop or to choose the Gap of Rohan over the Gates of Moria. What would have happened? How would the world have reacted?
I’ve started making this game multiple times over the years, in Python, in Unity, in Unreal Engine, back to Python, and Godot. It never went far, mostly because I had not clear ideas of what it would take to achieve this. Another hurdle was that every time I explored a new game development concept, I would go down a rabbit hole of very complex posts, and never knowing exactly how to implement a simple, working version of it that would serve me.
This time around, I’ve a better plan. The game took shape in my head over the years, and I want to validate first some basic gameplay and art style elements. I focused on Godot Engine these last years, as a very promising environment, and the release of version 4 solidified my feelings about it. The number of active users grew a lot, especially with the recent debacles of the Unity licensing changes.
The second part of my plan is to write this blog, to keep myself motivated to work continuously on this game. I make a contract with myself to publish regularly to report my progress, and document any tricky bit I overcome for future reference.
I plan to reveal the game’s features gradually as I work on them. The first one I will focus on is the travel screen, one the three key components that make up Infinite Storyes - and also the one that makes me dream the most.
This screen is where you decide your next step on your journey, uncovering what lies beyond - a ruined castle, a city, a ford, and so much more. Unlike Slay the Spire, where everything is detailed perfectly between the start and end of a dungeon, real travelers don’t see so far ahead.
The look and feel of this part will be the most distinctive aspect of my game - a unique component that sets it apart. Starting here, I hope to establish a strong foundation for the rest, which should come more easily, as it’s more standard.
Come back next time where I’ll delve into what I’ve been experimenting with, hopefully showcasing some first results. In the meantime, whatever you do, keep creating!