A deep dive into the narrative design system behind Titanium Court, an IGF-winning game blending match-three, tower defense, resource management, and roguelike elements. The developer explains a 'storylit' system where individual scenes are authored as self-contained JSON files containing dialogue, stage directions, and metadata about when and under what conditions they trigger. A Unity editor pre-processor converts these JSON files into prefabs indexed by a central object that dynamically selects scenes based on game state. The approach enables modular, reactive storytelling but trades off a clear linear narrative bible for flexibility.

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