Tension maps was the next main task to do for my created game storyline, this would show the viewer and myself how the story rises in tension and what levels lead up to the climax for the concluding parts of the story.
The first tension maps I made had many faults in them and were drawn incorrectly. I asked for help from my peers as I could not get my head around how it worked. As I initially though it could have stagnant lines and dips in it.

old Tension maps level 5-8

old Tension maps level 9-12

act 2 tension map 3.0

act 3 tension map new

After some help and careful criticism I managed to fix my tension maps. At first the ones I had in mind were like normal graphs but the tension maps I needed to create for my story had to in my eyes be perfect. No major dropping lines were included, I had some minor ones here and there but as you can see from Act 2 and Act 3, there are lots of high and tense events happening. This compares well to my story as when you start the game/story you know nothing about your character or your background and must solve the clues and put the pieces together over time to figure out the whole story arc. This requires the player and reader to visit several locations and meet a couple of characters who know more than you do about the world around you. 
The character has an image in their mind of what to expect when they escape but this is totally and completely shattered as any lie they have been told prior means nothing in this vast open bleak environment. The climax of each graph is mainly the highest point of tension that there is to show and ties directly to the main characters emotions rather than memory. 
Stumbling across the Goblin cavern and meeting her ancestors as well as her new family is the climax of Act 2. The climax of Act 3 ends with the hero confronting Dr Lloyd Cryptus and finally facing her father is his cursed and poisoned transformed self. Willow must overcome her feelings and do what is right for Stranraer and not her self.
3 Act Structure

3 act structure part 1

3 Act Structure part 2 and hero names

The next thing to do for my story was to create a 3 act structure for the main plot points and inciting incidents for it. This meant I had to create extensive sections of my story to explain how the hero progressed through the game. 
Act 1 started the story off with a bliss environment to showcase the character and their surroundings.
The inciting incident was that the goblin was introduced to some new pieces of technology. This lead them to the next routine test which unfortunately they failed. But is reminded of her continual effort that one day she will be able to explore the outside world.
In Act 2, the hero plots to escape with her newfound tech advancements for her legs only to discover the outside world is ruined and broken beyond she has originally thought. In despair the hero wanders the land around them and then by luck comes across a guide in the form of a librarian.
Act 3 concludes with the hero finding their way forward in life, finding their new family and hunting down the truth from Dr Cryptus. The hero finds her father wounded and corrupted and frees the enslaved goblins.

Goblin mining tunnel entrance by lighthouse, old timey picture 1

Goblin mining tunnel entrance by lighthouse, old timey picture 2

While making my three act structure writing chunks, I managed to find and make some concept art pictures for the environment of Stranraer. I used some AI websites as well as photoshop to make an old timey styled picture showcasing the Goblin mining tunnel entrance (Which in this case is a tent over a manhole) and the library lighthouse. Having these pictures helped me fill out the eventual map I was creating & set up the history of it too.

Goblin mining tunnel entrance based upon the time machine movie based on the book 

Goblin mining tunnels based upon Morlock tunnels from the time machine book illustration.
These pictures above specifically show some film/book referencing I had found to be similar to my world design. When I was initially thinking of how the Goblin mining entrance would not only look like but also feel like for the reader/player. I had a look at my personal library in my house and found a book I had finished ages ago; The Time Machine by H.G Wells. This was a fantastic story and in the part of the book/film where the main character discovers a Morlock tunnel entrance and peers down in. Then he enters to try and find his time machine, the picture on the right is what I would want the tunnels to look like with all the contraptions left behind by a civilisation unknown. Untouched by humans and very dark and gloomy.

hook line sinker collectable treasure/ item debate. first map of game world as well as fixes notes for documents already done

Reflection
In the end of this whole collection of tasks in this week, I had decided to do a whole review of my game and remove any inconsistencies that I had added and regretted adding. Such information will appear in later posts but I have recently fixed these issues by redoing the tasks set. I really enjoyed this activity and encountered topics I wouldn't've found otherwise. I had a thought to introduce a new species which was stupid of me since it just confused the story even more so. 
There was meant to be a endgame collectable too; a hook made with different materials put together. One part was human bone, another was a goblin claw bone. This would be utilized by the main hero to defeat the boss.
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