Steel Rain Is a Text-based Narrative and decision-making game. The player has been sent to evacuate the residents of one of the kingdom's most remote regions, the Woodland Vale, and lead them safely before the terrifying magical tempest known as the Bladestorm arrives. This is much easier said than done, however- the locals all seem to be dealing with problems which prevent them from fleeing, and the road the to capital is awash with blocked bridges and ill-tempered trolls. Precious little time remains before certain doom arrives, can you save everyone?
As Steel Rain was created for a one-week game jam, I was working under some pretty heavy time constraints. During those seven days I:
Wrote, proofread, and iterated a +4000 word script with branching dialogue and multiple endings.
Coded narrative systems such as choice-making, text display, and story related variables in Unity from scratch.
Worked in tandem with an artist to concept and flesh out the game's visual direction.
Before we'd even settled on a name, I knew I wanted Steel Rain to be the kind of game you go back and play again, just to try things a different way or see where different choices lead you. To accomplish this, I wrote:
Three different "Backgrounds" for players to choose from, each of which provides there own dialogue options and unique ways to overcome obstacles.
Multiple solutions to every problem. Each hurdle the player encounters in the game can be tackled in 2-3 ways.
Multiple endings which reflect the player's choices. save everyone, or wind up dead.