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