✨ From Groceries to Game Arcs ✨

✨ From Groceries to Game Arcs ✨

Ever noticed how grocery shopping feels like a mini-quest? 🛒
You move from section to section, stop at checkpoints, and your trolley auto-collects what you picked up.

That gave me an idea for my WIP Dark MapleWorld Lay…


This content originally appeared on DEV Community and was authored by cutieyunny-tech

✨ From Groceries to Game Arcs ✨

Ever noticed how grocery shopping feels like a mini-quest? 🛒
You move from section to section, stop at checkpoints, and your trolley auto-collects what you picked up.

That gave me an idea for my WIP Dark MapleWorld Layers → what if save points or checkpoints worked like that? Stop, breathe, and let the game “carry” progress for you while you keep moving forward.

But here’s the fun twist → I like building my game story backwards (start from the end like some movie directors do 🎬). So checkpoints also double as story markers. Each “stop” doesn’t just save progress, it hints at the bigger ending players are moving towards.

So yes, even a simple grocery trip can inspire a mix of mechanics + storytelling for me.
This is how I’m layering life into my WIP — everyday quirks turned into design sparks. 🌌

Next, I’ll share how I play with dualities in the world design itself 👀


This content originally appeared on DEV Community and was authored by cutieyunny-tech


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