Interactive Narrative Design/Week 6
Interactive Narrative Design
Cai Zihan / 0378043
21/10/2025-27/10/2025/Week 6
Interactive Narrative Design/Bachelor of Design in Creative Media / Taylor's University
INSTRUCTIONS
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LECTURES
This week we attended an online class. The professor taught us how to write code that triggers dialogue with NPCs by pressing a button. He explained the requirements for Assignment 2 and asked us to consider aspects related to environmental storytelling, player feedback, and branching choices (including environmental impacts).
Overview
Project Type: Interactive Narrative (2–3 minute playable scene)
Engine: Unity 3D
Genre: Post-apocalyptic ecological fiction
Core Idea: Humanity’s abuse of technology has caused animal mutations; now, players must decide between destruction or coexistence.
Player Goal: Explore an abandoned research facility, uncover the truth behind the mutations, and make a moral choice that reshapes the environment.
Environment Design
Main Scene: Abandoned Mutation Research Base
Layout:
1. Entrance (Outdoor Ruins) – broken forest, scattered research crates, flickering lights.
2. Main Lab (Indoor Area) – computers, control panels, damaged containment chambers.
3. Central Chamber – final choice area with the mutant creature pod.
Atmosphere:
Dim ambient lighting, fog, and subtle particle effects to suggest chemical pollution.
Environmental storytelling through debris, bloodstains, and warning posters.
Environment Setup
1.Primary Environment: Abandoned Research Station (Outdoor + Indoor Transition)
External Environment (Starting Point):
A decaying forest (shrouded in mist with mutated flora)
Scattered debris of equipment and research containers littering the ground
Distant animal roars echoing in the distance (BGM: Low-frequency ambient sounds + wind noise)
Internal Environment (Research Facility):
The research chamber contains computer terminals, test tubes, and animal cages.
Flashing lights illuminate bloodstains and experimental records on the floor.
Shifting light patterns indicate interactive zones.
3. Branching Choice (with Environmental Impact)
1.Power Panel
Interactive Key: Press “E” to activate backup power→Lights flash and resume, mechanical sound plays(Feedback: Lights flash and resume, mechanical sound plays)
2. Voice Recorder
Play Scientist Recording→Audio Playback
3.Containment Chamber
Players see glass chambers while exploring the laboratory→Players may choose to release or eliminate mutant creatures.
Branching Outcomes
Coexistence Line (Release)--Soft green light--The screen displays: “Balance Restored”
Purge--Deep crimson flashes--Screen displays: “Humanity Survived... Alone”
Experience
This week's online class began with a review of the code we wrote last week. I demonstrated the button-controlled door mechanism in class, which provided concrete practice with in-game interaction logic. The instructor then explained NPC dialogue system implementation, emphasizing how to trigger conversations via button inputs. Finally, we completed Task 2, which focused on conveying narrative through environmental cues and designing player feedback mechanisms—offering new perspectives for refining my game experience design.
Observations
I discovered that meticulous attention to detail during coding is crucial. For instance, standardized object naming and precise input logic directly impact whether interactive features function correctly. While demonstrating the door control code, I noticed that in-game real-time feedback—such as the door's movement animation—significantly enhances the fluidity of player actions. When learning NPC dialogue programming, I realized that the timing and specific triggers for dialogue activation are key factors in naturally immersing players in the storyline.
Findings
I learned that even basic player interactions like opening doors or conversing with NPCs require meticulous coding design and extensive testing. Integrating these foundational interactions with corresponding feedback mechanisms effectively enhances the game's environmental storytelling, helping players immerse deeper into the game world. After completing Task 2, I gained a clearer understanding that design must holistically consider player actions, game feedback systems, and environmental elements—only through their combined use can narrative information be conveyed most effectively.


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