Posts: 8
Threads: 1
Joined: Jun 2026
Hi there!
I have to admit I should've come earlier, and I apologize for that. Hopefully it's still not too late. So:
Why did I post this?
I want to work on the game's Story Mode. The lore, the plot, and the cutscene scripts, more specifically.
What makes me wanna do that?
The 0.8 Story Mode plot was okay, but very barebones. I've been dreaming of a fully done Story Mode since I met SuperTuxKart well. A lot. And with Evolution, the chance of not only a good, but a great plot to exist specifically for this game exists.
As a reminder, most open source games and the vast majority or kart games don't even have a good plot if any. Just imagine how much advantage STKE will have if we have not only good gameplay, but also a plot with flavor and characters ... with flavor as well!
One more thing: I've seen that many games lack a dedicated writer. I don't think you have one, but if you do, I'd love helping them; I have to admit that, while knowing some writing theory (for example, avoiding on-the-nose dialogue if unnecessary), my hands-on experience, well, mostly isn't. But that shouldn't be much of a deal.
Those are not the only reasons, but that's what you need to know for now.
And the actual content, please?
Take this:
entry.zip (Size: 4.08 KB / Downloads: 19)
(sorry guests, not your lucky day)
This is more of a proof of concept rather than a final version, so expect changes in the future.
- What does the attachment have?
A cutscene script, two character sheets (currently pretty minimal) and, obviously, a README and a copyright notice (haven't CC-BY-ed the files yet)
- What is my plot about?
Instead of focusing only on Gnu's kidnap, I chose this as the base idea: the rivalry between two characters on supposedly the same side (you'll see who, if you have an account).
We all have to admit it, that was a lot. I don't really expect getting a "yes" very easily, and I'm aware that, upon getting the role of Story Mode writer/writer assistant, things won't get easier. Feel free to ask me questions and criticize me!
Kawa kawa kevasak, kawa kawa qua-qua-quack!
Posts: 8
Threads: 1
Joined: Jun 2026
Here is the updated post (minor fixes in Act I and a few new ideas for Pidgin):
entry.zip (Size: 4.22 KB / Downloads: 9)
Kawa kawa kevasak, kawa kawa qua-qua-quack!
Posts: 159
Threads: 24
Joined: Jun 2025
Hello,
I've taken a look at your proposed document. From what I can see from your post and the story stub, you seem to mean your proposal to help, which is great.
However, I'm afraid I can't give you the simple yes you wish for.
(24-06-2026, 01:37 PM)C4mil011 Wrote: As a reminder, most open source games and the vast majority or kart games don't even have a good plot if any. Just imagine how much advantage STKE will have if we have not only good gameplay, but also a plot with flavor and characters ... with flavor as well!
One core reason why most kart games don't have a good plot if any is that the game style is not suited for complex stories. Of course, there is room to have the best story of any kart game around, but when the solution to move the plot forward is to drive races, and perhaps play a little bit in some other game mode, the scope of the story is immediately very limited compared to what you could have in other genres.
And from the other end, when it comes to what draws players to the game, story can be a small bonus but it's never going to be the core motivation.
Story Mode is a core mode because the challenges give structured progression, allow to have some disguised tutorials, and it allows for a more controlled difficulty curves with progressive unlocking of harder tracks and difficulties. Since completing Story Mode is required to unlock everything (unless someone wants to go edit config files), you also have to account for the fact that too much story with long cutscenes will actually feel like a distraction from the racing.
Now, of course, cutscenes can and should be skippable, but the main point stands. Flavor in the story is good, good writing can make the story more interesting and improve player experience, but this is not a RPG.
(24-06-2026, 01:37 PM)C4mil011 Wrote: One more thing: I've seen that many games lack a dedicated writer. I don't think you have one, but if you do, I'd love helping them; I have to admit that, while knowing some writing theory (for example, avoiding on-the-nose dialogue if unnecessary), my hands-on experience, well, mostly isn't. But that shouldn't be much of a deal.
Depending on the scope of the game, a dedicated writer often doesn't make sense.
For truly complex projects, writing could be a full-time endeavor and better writing skills could really shine through.
In many situations however, and notably here, a dedicated writer is just one step removed from the dreaded "ideas guy". Writing a story is quite a small task compared to most tasks the game needs. Now, the average game dev or 3D artist is not a great writer, but at the same time decisions about game design and about story have to be made by people with a substantial investment in the project.
If I just tell you yes, it seems like giving a blank check to someone we don't know.
Here are some of the core needs of the game that are major time sinks:
- General coding
- Graphics coding
- QA
- Track creation
- Kart and 3D model creation
- Texture creation
- Icon creation (we need a new cleaner iconset)
- Music and sound effects
- Video editing (creating a script, gathering clips, mounting the video, etc.)
(24-06-2026, 01:37 PM)C4mil011 Wrote: We all have to admit it, that was a lot. I don't really expect getting a "yes" very easily, and I'm aware that, upon getting the role of Story Mode writer/writer assistant, things won't get easier. Feel free to ask me questions and criticize me!
Now, some additional feedback on your Story document itself. You said yourself you don't have much experience with this kind of thing, and for me it's most apparent in the structure of your idea.
You have one scene with a massive amount of details (which also means a great amount of work to animate later for 3D artists), and which would probably be rather confusing (better be too on the nose than have people miss the point). And where is the story going, what's the general outline? Nothing.
The correct approach when designing the story is similar to those when starting to draw something on a blank canvas: you first make broad strokes, general outlines that give the general shapes of things, and only later do you refine it with details.
In all honesty, I'd probably want to do most of that outline myself (that way, I can't grumble about it) although concepts for inspiration can be very fruitful.
Now, I suppose that you offered help with the Story writing both because it's something that matters to you, and because coding and 3D art aren't really your specialty.
If you are serious about contributing to SuperTuxKart, I think you could start with something such as improving documentation around the game. And if you think good video editing is right up your alley, that could be welcome. Just let me know and I can point you to things you could work on.
Posts: 8
Threads: 1
Joined: Jun 2026
Thanks Alayan for the reply! Admittedly, I've thought my first post in this thread was long, but yours was immense (in a mostly positive way  ).
I anyways wanted some feedback before getting a full "yes" right away, to know what I can and can't do. It's anyways better than a veto or, worse, no reply at all.
(27-06-2026, 06:42 PM)Alayan Wrote: One core reason why most kart games don't have a good plot if any is that the game style is not suited for complex stories. Of course, there is room to have the best story of any kart game around, but when the solution to move the plot forward is to drive races, and perhaps play a little bit in some other game mode, the scope of the story is immediately very limited compared to what you could have in other genres. We could try blending the actual Story Mode races with the cutscenes a little, for example making Tux approach, let's say, Wilber, right after the race, to talk to him.
(27-06-2026, 06:42 PM)Alayan Wrote: And from the other end, when it comes to what draws players to the game, story can be a small bonus but it's never going to be the core motivation. I am aware that, no matter how good the story mode is, it's never an excuse for bad gameplay. Still, a good/great character-driven story mode will have relatable characters. And people love relatable characters.
(27-06-2026, 06:42 PM)Alayan Wrote: Story Mode is a core mode because the challenges give structured progression, allow to have some disguised tutorials, and it allows for a more controlled difficulty curves with progressive unlocking of harder tracks and difficulties. Since completing Story Mode is required to unlock everything (unless someone wants to go edit config files), you also have to account for the fact that too much story with long cutscenes will actually feel like a distraction from the racing.
Now, of course, cutscenes can and should be skippable, but the main point stands. Flavor in the story is good, good writing can make the story more interesting and improve player experience, but this is not a RPG. 1. What about disguised tutorials, I did have a tutorial idea in which Tux teaches Dashie (and the player as well, who takes her role in the tutorial race) the basics of kart racing. I haven't really worked on it yet, but maybe we should give it a try. What about the Story Mode cutscenes, we could also only let a few, more important ones to be longer than half a minute.
2. I have never planned, hoped for nor wanted a real RPG inside STK/STKE. I've thought of something more similar to a movie, but told in medium/short cutscenes (pretty much how the beginning cutscene in STK).
(27-06-2026, 06:42 PM)Alayan Wrote: If I just tell you yes, it seems like giving a blank check to someone we don't know.
Here are some of the core needs of the game that are major time sinks:
- General coding
- Graphics coding
- QA
- Track creation
- Kart and 3D model creation
- Texture creation
- Icon creation (we need a new cleaner iconset)
- Music and sound effects
- Video editing (creating a script, gathering clips, mounting the video, etc.) I'd honestly really try making cutscene blocking in Blender, so artists don't have to wonder what goes where. I could also try making 3d models.
(27-06-2026, 06:42 PM)Alayan Wrote: You have one scene with a massive amount of details (which also means a great amount of work to animate later for 3D artists), and which would probably be rather confusing (better be too on the nose than have people miss the point). And where is the story going, what's the general outline? Nothing. 1. It was anyways a proof of concept, plus I know that, in that form, it was probably a little too heavy even for a deeper cutscene.
2. Oh, my bad here. I do actually know how my story wants to end and a few major events as well, but I haven't written it "on paper" (actually on my laptop) yet. I'm going to come with the general outline in the very next days.
(27-06-2026, 06:42 PM)Alayan Wrote: In all honesty, I'd probably want to do most of that outline myself (that way, I can't grumble about it) although concepts for inspiration can be very fruitful. Oh, well, let's firstly check my ideas and see what's good and what isn't, okay?
Anyways, I'm planning to come with a second demo pack that is supposed to have a script to show how an "average" cutscene would be (using side characters), and more character sheets, besides the general outline.
Hope we get to know each other better over time and, well, get along.
Kawa kawa kevasak, kawa kawa qua-qua-quack!
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