
NICK'S REDEMPTION
Script writing & Game Design
This is a narrative-driven board game in which players take on the role of Nick. Through the choices made during each mission card, players follow Nick’s difficult journey across a world filled with the undead. The game presents a central moral dilemma: will the player guide Nick toward becoming a loyal companion or a god-like judge?
Project Background : Nick's Redemption script
Opening
The story establishes a post-apocalyptic world, introduces Nick as the protagonist, and sets the main objective: finding his missing partner, Marcus.
Rising Action
The inciting incident occurs when Nick receives a distress call. A second major character, Anna—a doctor—is introduced. A subplot develops as Nick helps Anna rescue her father and confronts the emerging emotional conflict.
Climax
Nick falls in love with Marcus; however, Marcus steals all of Anna’s medical supplies and murders both Anna and her father. This event becomes the emotional and moral breaking point.
Falling Action
Nick begins his revenge journey against Marcus.
Resolution
After successfully taking revenge, Nick ultimately commits suicide.
Game Development Process
Initial Design
Define the main character, define the gameplay style, determine the mission storyline and branching mission rewards, finalize the map, and determine the player items.
Second Iteration
Design the first version of the map, design the cards, conduct internal playtests, and gather feedback from the instructor.
Major Revision
Redraw the mission structure and side quests, modify the map, add new enemy types, introduce new rewards, and update negative status effects.
Second Round of Open Playtesting
Invite friends for the second round of playtesting to gather more feedback.
Final Web Introduction Page
Remove unnecessary mission steps, add the diary feature (helping players better understand Nick’s actions and inner thoughts), balance the stats of zombies and players, and optimize the mission reward path.
Narrative Implementation
We divided the narrative into three types of cards: Mission, Event, and Choice. When players reach certain locations on the map, they flip the corresponding cards and follow the instructions written on them.
We also created a mission-related map, placing all Mission, Event, and Choice cards in fixed positions. Players can review their previously revealed cards at any time, allowing the emotional threads of the story to connect into a coherent experience.
Core Mechanics
Day TurnTime progression system
As the days advance, the zombie threat intensifies.Action point system: each day provides six action markers.Hunger and thirst: these apply pressure to resource management.
Loot & Inventory System
Each item has weight and volume, and the backpack has a maximum capacity of 20 units.Items must be chosen carefully, balancing survival resources against mission requirements.
Exploration & Movement
Each item has weight and volume, and the backpack has a maximum capacity of 20 units.Items must be chosen carefully, balancing survival resources against mission requirements.
Combat System
Combat is based on a 1d6 roll combined with weapon bonuses.Victory or defeat is determined by the damage dealt or by killing the zombie.Players may choose to flee, resulting in either an “injury” or a “debuff.”

















