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CYBERDRIVE NINJA 忍者

CyberDrive's Story Development.

Hello, My name is Omar.
I wanted to write this blog up to demonstrate that I am a very active developer for this game we call CyberDrive. As I am writing a huge amount of story parts for CyberDrive. I am also writing the world's lore and some character background. Now I've been writing for this game for about two years now and this is one of my most extensive works I have ever done in a game.

 

Rgangsta, who is the game's lead designer and lead developer for CyberDrive.
and what about Me?
I am left to write and idealize plot points for one of our biggest game we've ever made.
I am the game's lead writer, not to mention a normal level designer and producer. Rgangsta give me the privilege to write most parts of the game. He's also a writer, so we both write ideas and story-lines for CyberDrive.
Writing a game's plot is difficult as we tend to change a lot of the main story idea. My purpose as a writer is to give the player a world to explore in and enjoy. To deliver that is quite difficult as I look for ways to deliver an interesting world with characters in it.
Take for instance, Chess. You have the game board which is the map. And the characters are the chess pieces. Chess doesn't have a story, meaning that you have to provide one using your imagination.

 

Writing a story for a game like CyberDrive takes time to properly idealize. After reading various complaints and feedback from our demo about certain things. We tend to look at our game again, giving it a hard look. Rgangsta and I are very critical of ourselves and we tend to look the game in our own perspective. We know that we have solid gameplay and tools to our advantage. We also acknowledge that we have impressive art direction and graphics. We have a lot to our advantage. Maybe some tweaks here and there. However in terms of story. We had mixed opinions about it. Some say that there's too much dialogue and no action. Others say they love the story as it is. So how can we satisfy both sides without eliminating one?
We've been struggling to deliver something satisfying for both sides so much that we've been idealizing a completely new storyline.
If we did proceed doing a new storyline, we would have to begin everything from scratch.

 

Right now, Rgangsta and I have been having fun in writing the story, knowing what we can do to surprise our players with this interesting world we are building. The game's lore grows deeper as I write and check with rgangsta each day. I have poured all my soul and passion into CyberDrive and so has Rgangsta.
Our project is so ambitious that I myself find fear behind so much ambition.
I do know one thing and It's clear to me.
We are very sure this game will mark the beginning of something unexpected.

Comments (8)

  • Nice blog entry, Omar.

    I'm expecting a lot from Cyberdrive. I'm not sure what it is I'm expecting, but something good. You do indeed have great graphics, art, etc, and that always gets me pumped for a game. Story-wise, I haven't seen enough of it yet to give any criticisms, since I'm still in the process of playing the demo. (I'm a slow player, took me ages to finish something like Space Funeral.)

    As a student/hobbyist writer, I want to express my opinions about the writing aspect.

    The story shouldn't be written only to appeal. Making a game requires something that the audience likes–but whatever you do, appease or don't appease a certain crowd, it should be satisfying to you as well.

    Make certain that the characters are well-developed. Be sure that the story is not only entertaining, but checks out in the end. No plot holes, for example. The usual. But don't throw things in that will appeal to the crowd, but tosses the entire story for a loop.

    Getting a bigger audience is ideal, but don't sacrifice the story in order to do so. But whatever you do, I look forward to it.

    And don't rush genius. You want something to be good? Give it a little time… If you let it, the bitterest of coffees can steep even darker. I've had months to revise and redo my ideas, and they've turned into something entirely different from my concept two years ago. They've matured and grown on their own, given time.

    Let it steep. Add sugar and cream, change the flavours and sweeten the plot. In the end, you might have a perfectly-brewed story.

    Good luck on the game! I'm going to keep playing the demo now, wouldn't want all this news regarding the game to go right over my head.

  • Thank you GermanyXItaly!

    Reading this post gave me joy and motivation. Let me tell you that i want to appeal the story to crowds as rgangsta and i have laughed how this plot is already fantastic and mind-blowing! I keep coming up with something really smart and interesting and rgangsta stops talking for a second and he says…

    "you know that's, that's interesting…I like it"

    We are writers and in my point of view… This story is just so interesting it makes me giggle a whole lot because we are throwing in a lot of interesting things to the player. And i love how this story is turning that i frequently ask rgangsta a release date for the game. But we know we have so much to do. We are taking all the time in the world. So don't expect it too soon.

  • "So don't expect it too soon."

    I'm even more excited at that. No doubt you guys really will make a thrilling story.

    Rgangsta… with a terrifying meme like that, you couldn't convince me you [i]aren't[/i] working hard in a million years.

  • You got me. 😀
    I'm trying to get the lighting and floor reflections right. What do you think?
    [img]http://www.gdunlimited.net/media/uploads/manager/office-9873.png[/img]

  • Looks good to me. The window view in particular looks beautiful. Can't seem to find anything wrong (then again, I have no eye for details, so I can't say).

    I'd move that bonsai plant up a little, though. Looks like it wants to fall off.

  • The game is already good looking and seeing it in action just gives us goosebumps. Of course graphics are a very important element to a game since it is after-all part of the gameplay.

    We have thousand of things on paper that we "are" thriving to present in-game. Like i said in my previous post. We are very critical of ourselves and we always make sure that the game satisfy us in every way possible. I can't say much right now, but the game demo is extremely dated now and our current build is far more advance then that old dated demo we call in-development build. We made sure that the demo was just child's play.

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ShinkuAura

  • Posted December 31, 2014

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