Hello everyone! ^_^ Production has been going on pretty steadily since the last update. I'd like to thank
Maki for finishing all of the character art (and it looks totally awesome, btw!),
Pizza for the amazing tilesets he's created for the project,
Geoff Moore for his wonderful music he's composing for the game, and
Sooz for her general support, inspiration, and for listening to me babble about the game on end.
After trying to tackle creating all the battle animations from scratch, I've gotten some help on that end as well, and I am so happy to welcome
JosephSeraph to the team! He's making some amazing animations for the psychic powers, and I can't wait to show them off!
Being able to work with so many people I respect from the RPG Maker community is amazing, and I want to thank you all again for all of your hard work! ^________^
Today, I'd like to talk about the secrets of the plot (without giving away spoilerific specifics XD), and, specifically, how you go about delivering those tidbits of information to the player. In
Weird and Unfortunate, while you're dealing with all the stuff on the surface, there's a darker backstory to how things got all messed up, and I've been pondering on how to give this information to the player, bit by bit.
These are supposed to be secrets, snippets of story that aren't vital to enjoying the game, but things that the player can seek out or stumble on to learn more about what's been happening to make this town go crazy.
After playing Undertale, I was a bit fascinated by W.D. Gaster, a character who is only barely hinted at anywhere in the game and who you can only learn more about by messing with the game files. He seems to be more of a dummied-out character than something you were every supposed to find out about, and yet, I found the idea of hard-to-find NPCs whispering secrets about a dark part of the game to be fascinating, but, of course, it's an idea I'd like to put in the actual game rather than have people have to go through data files to find it.
At first, I thought, "What if you had a random number generator that ran whenever you moved from map to map, and if it picked the right number, a document or NPC would appear that would give you some of this dark secret backstory? If I have multiple spots like this, it's likely that the player will find one or two of them and have some bits and pieces of the secret story!"
While the part of me that likes secrets found this to be a cool idea, the part of me designing gameplay did not. Leaving any element up to chance irks me a little from a gameplay perspective, even if it's something non-vital like this. The gameplay-loving side of me thinks it would be much more fun to leave, say, items that open doors scattered in hard-to-reach places and then put the secret story scraps behind those doors.
What do you all think? When it comes to secrets like this, how do you think it should be handled? Have other games tackled something like this in an interesting way? I'd love to hear any ideas or suggestions! ^_^