hahaha good luck it still hasn't been tested tho... the idea of using a 3D object with multiple sides as an on screen interface aka button is interesting to me although im not sure how "practical" it would be at this time... in the context in which i came up with the idea possibly...because gamers assign spell types to the sides so theres an element of customization & management that may in fact nullify the frustration that comes from hiding potential inputs from the user but im sure tenured GUI designers will call bs on it and laugh wondering why i would hide inputs from a user and not have them all viewable on the screen simultaneously and available to inact with a single tap, not to mention require the user to sustain an input on that button (tap and hold), and then do additional inputs (taps and/or gestures) in order to inact a single action... but then again i wouldn't have pitched the idea if i didnt think there was a good chance it would be viable control scheme for the magic classes, where prior to that idea i was considering making that entire class a NPC AI controlled only...
that's pretty deep my friend keep it coming! and yes i think an outline would be a great place to start, its a good way to organize your thoughts i would like to get to a point where the story is flexible enough to change depending on gamer decisions in certain situations; i.e the order in which you collect the pieces, the ways you go about doing so ect doesn't have to be dynamic but i think at this point we should keep an open mind and put everything on the table my only stipulations are: Stipulation 1; The pieces of the vessel need to scatter somehow. It can be random or done by the will of the souls contained in a particular piece or a combination of both or something different entirely as long as it makes sense. that is a core incentive of the story - to seek the pieces - so they need to scatter Stipulation 2; Also i feel it would be best if the pieces would potentially be corrupted somehow, evil in fact or just amplify the true nature of the person or demon who comes in possession of said piece. whatever it is doesn't matter as long as it make sense. that way the pieces effect the villages, towns, dungeons, ect where they land/appear/however they scatter... in unique ways. which will open up tons of flexibility in gameplay scenarios; i.e the pieces wont just be lying on the ground waiting to be found they will be in possession of a support character in the story and going about getting that piece (or multiple pieces) from those characters will be done in many unique and interesting ways. keep in mind the person or demon in possession of said piece may not be so willing to give it up without a fight, without something in return ect. and dont forget the main characters party and the bad guy are not the only ones searching for the pieces. Stipulation 3; The main character (so to speak) should be a melee class character who originally seeks the pieces for personal reasons: i.e to save his village or lover or something to that effect (doesnt matter). during this quest he will meet up with the boy you mention in your post a future party member preferable a unique black magic class member since he is in a unique position to wield the art. anyways when the main character meets up with the boy he is swayed or compelled to help out in the quest to collect the pieces to in essence save the world. this is important because i want the story to start off easy to follow and get the gamer into action quick fast and in a hurry. no need to spill the beans right at the beginning of the game, just need to give them a tidbit of incentive and send them on their merry way. now weather he accomplishes his task, or fails that task, is completely up to you. just make sure its enough to provide closure or perceivable closure so that the gamer isnt wondering why the main character all of a sudden decided to give up on his quest to help a stranger he just met. it needs to be something tangible and be something that makes sense. Stipulation 4; *this one is up for debate.... -should the pieces of the vessel of a thousand souls all of a sudden scatter? -or have they already been scattered? -if they have already scattered... was it just recently or a long time pre-dating the start of the story? choose wisely feel free to discuss which one would be best for the story. Conclusion: other then that your free to come up with whatever details/lore you feel is necessary to tell your story just as long as you stick to the 4 stipulations. the top 3 are final - no exceptions. the last one is up for discussion once we settle on a verdict then it will be final and set in stone and can not change no matter what. also im curious, seeing as how you *only* named the bad guy... Hue's he wouldn't be a real person that you dislike in real life would he? its all good no need to answer that, in fact if that helps you write then go for it! for now tho just name them something random, names are not important at this point only the part they play (their roles, their history, their persona/personality, interests, drives, motivations, ect how they look, who they are, what they stand for ect). we can come up with ideal names later. looking forward to your further input
here's a rough draft screenplay i published from my google docs. if anyones interested check it out. i just kinda went with the flow... and tried to write out what i was imagining as fast as i could so its very VERY messy