![]() The development of the heroes was of course one of the most entertaining parts of the narrative dev cycle. Every one of them has not only gameplay roles and abilities, but also backstories based on the gameplay plus personal goals that led them to the Station-or will lead them away from it. These heroes represent five known factions of the Endless universe plus two new ones (maybe one and a half). Heroes and QuestsYou will run through the Station, dying and re-trying, as one of the eight heroes in the game. To show you how and why we did this, here is a dive into the key narrative elements of Endless Dungeon, explaining some of the systems and content that players will discover in the game. These are the stories and events that are the most immediate for the player as they are tied to the progression of the heroes, achievements, equipment, bonuses, and all of that. This is the personality and backstory of each hero, the details of how they interact with each other and with the Station, what their individual quests and goals are, and everything else that goes into this most visible layer of the game narrative. Once this backdrop was complete (or at least relatively stable), we then started working out the details of the game story. (Note: Though these elements are created first, they form the deepest layers of narrative that are only uncovered through concerted efforts by players who want to dig into the lore…) Next, of course, we had to refine the history of the Station, its rise and fall, what all the different structures and districts are, why it ended up this way, and everything else that creates the backstory of the actual game experience. ![]() The timeline is important to determine what factions may or may not be present, what events have or have not happened, etc. ![]() While an important part of the tales that come from strategy games like Endless Space and Endless Legend evolve from emergent stories, games with stronger RPG elements like Endless Dungeon necessarily rely a lot more on the content authored by the devs.Īccordingly, the team spent a lot of time at the beginning of the project working out the big picture story of the Station and where (and when) it fit in the canon of the Endless Universe timeline. Video games of any genre basically have two types of narrative: the authored narrative created by the devs that you discover as you play (canon), and the emergent narrative created by the player as they do their own unique playthrough of the game and build their individual story (headcanon). Great stories are a critical element of any media experience, and we work hard to bring narrative to our games that is as interesting as the graphics and the gameplay. In no way does it feel like it was designed for mobile play.A long Time Ago.Compelling stories and events have always been present in Amplitude’s games we are all geeky fans of great fiction, be it Greek epics or gender-bending SF. All in all, this is a challenging port to recommend despite the fact it's monetized appropriately. It's also worth noting that the tiny UI is less of a problem on tablets, though the dark rooms are still annoying, even when considering it's supposed to be a game mechanic. On the positive side, all of the game's DLC is included with your purchase, and cloud saving is available. Having tested the game on my ROG 5 that's on Android 11, it booted fine. ![]() There was also a recent issue where the game would not boot on Android 11, with many complaints on the Play Store, but this bug appears to have been squashed quickly, and so version 1.3.7 should work with Android 11 devices. Clearly, more attention should have been paid to the revamped interface, because it sucks. Perhaps if you're familiar with Dungeon of the Endless, this stuff will be less of an issue, but man alive, I certainly do not have the patience for something this poorly designed. None of this is made better by the game's tiny UI, and sadly there is no way to make it bigger, just as there is no way to adjust the game's gamma levels to adjust the brightness.
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