Game Writing and Narrative Design: Runedar, A Blacksmith’s Quest
In late 2019, I began working as a writer and narrative designer for an indie game with a small, upstart studio by the name of Codamie. We made decent progress, but the project director (who went by “Blade” in our documentation) landed a full-time job that brought him away from the group, and it was indefinitely shelved. Recently, I’ve been given permission to use it in my portfolio.
Here, at the bottom of this page, you’ll find a selection of the various written documents I made for the game. While just below, you’ll find the initial brief the project director gave me when development started.
Project Director’s Brief
“So, I’m currently working on literally everything. From character movement, to scene setup, over to procedural generation and general setup. Basically a bit on every end.
The genre is hard to define but I suppose it fits mostly into fantasy adventure? Although it has some rogue lite elements due to the dungeoning, and some survival-ish elements to it. It’s hard to but it into genre, but generally speaking, this game will have a heavy focus on dungeoning, crafting, and town building.
There have been some thought put into the lore elements, mainly that Argon will be the old Dwarven king, banished to the outskirts of the empire by the new king, who only gained power through trickery and backstabbing. Argon will be quite old, even for a dwarf, but will be quite fit, similar to a ~50 year old human. A tinker who loves adventuring, although a bit grumpy at times, but with a good heart, which is why he’ll be, along his ways of exploration, invite people to stay near his place and progressively create a town for all races combined.
We know that we want a traveling merchant, especially at the beginning, since he’ll be the main way to earn money at the start, which’ll help purchase materials and resources to forge or mine. The merchant will also be the one to introduce us to an alchemist. The alchemist being, as suggested by Zeel, an old man who can’t walk anymore, which is why the merchant has to carry him on his back, if they don’t sit in the carriage.
The general feel we established the game to have is fantasy, while avoiding crazy stuff like encountering mythical monsters every 2 minutes. The “overworld” will be mainly normal animals (bears, boars, deers, rabbits) which rarely might have “magical variants” (like wind rabbits, which are quicker, etc.) but without making them overkill. And to spice things up, there’ll be a very, very low chance for dungeon monsters to spawn outside the dungeon, making them more dangerous and possibly destroying the eco system. (On this note, its not sure whether we’ll do a balanced eco system which needs to be maintained by the player, or just respawn things every so often, to keep the numbers the same)
The dungeons on the other hand will have various shapes and forms, but at the start, there’ll only be one. Dungeons will have multiple procedural floors, different enemies and one or more bosses.
Thats roughly what we got yet. I probably missed some stuff, but as you can see, I already needed to split this into 2 messages to finish this so… Yeah.
If you wanna know more details about something or just have a general question about something that might or might not be a feature, ask away, and input is always welcome!”