Narrative Systems

Pikamoon aims to have in-depth narrative systems capable of powering and delivering emotional storylines.

Systems

In-Engine Cutscenes

Epic battles, cataclysmic events, and tearful farewells. Pikamoon will use in-engine cutscenes at precise moments in the story in order to better project the emotional experience.

Dialogue

  • Player x NPC conversations: Players are able to talk to any NPC within the game simply by approaching them. NPCs have varying amounts of dialogue, from simple greetings to paragraphs of lore.

  • Conversation Choices: In-game conversations feature branching choices, allowing the player to respond or react in different ways, and even make drastic choices which can forever change the shape of the world.

  • NPC x NPC conversations: NPCs will also talk amongst one another as they run into each other.

  • Overhead Speech Bubbles: For simple conversations, either where NPCs only have one or two lines, or for when NPCs are talking amongst one another, speech bubbles appear above their heads.

  • Character Bark Library: NPCs are able to pull from an extensive library of character barks, voicing certain lines depending on their personality.

  • Voice Acting: All NPCs are fully voiced.

Lore Documents

Notebooks, torn scraps of paper, restaurant menus, and ancient tomes filled with lost secrets. The player is able to find and collect these documents throughout their play through, which delve into the higher mysteries of Dreva, past wars, or even just what characters happened to be feeling when they ate a bad meal.

Environmental Storytelling

An overturned cart by the side of the road, with no sign of the driver but all the goods remaining. A burnt-out shell of a town, with only the whistling wind to greet you. A mysterious tunnel where NPCs enter but no one returns. Pikamoon utilizes environmental storytelling to tell narratives which donโ€™t require dialogue and/or are better told through subtle implications.

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