Cosmic Destiny began its life very much like Cosmic Quest did. It all started as one of the games I would make up when I was young. Just as I made up Luna, Terra, and Sol Versions, I made (what I called at the time) Pokémon Mystery Dungeon: Rangers of the Sun and Rangers of the Moon. Ever since reviving my custom Pokémon in order to create Cosmic Quest, the Mystery Dungeon story I came up with was always in the back of my mind. At some point in the past two years, I decided that I really wanted start writing my Mystery Dungeon concept as a story, but I always felt that I had no excuse. I decided that in order to have one, I would wait until the next Mystery Dungeon game was released, and tie it in to that. To tell the truth, I had begun to lose hope that that would ever happen. Ironically, only two weeks before Rescue Team DX was announced, I was talking with my brother about my Mystery Dungeon story concept, and how I was almost ready to give up on waiting for a new game. You could say that the announcement came at the perfect time.
Anyways, time to talk about the story itself. It shouldn’t be a surprise to anyone at this point that a Mystery Dungeon story made by me, meant to tie in with Tenno, would take place in space. It was just such a natural step for me to take. I came up with the idea of using space rangers as then type of team as it seemed to fit, seeing as rangers could conceivably perform rescues, explore, fight outlaws, and do many of the other things that Mystery Dungeon games have you do. One of my explicit goals in making the story was to make it so that the player character’s time as a human actually mattered, and to weave the story of the absence of humans into the story, unlike other Mystery Dungeon games. I haven’t covered these topics too heavily yet, but perhaps you’ve noticed them pop up already.
Kappaqua’s character was actually changed since my original concept. Originally, the partner character was timid and afraid, you know, the stereotypical Mystery Dungeon partner character. When revamping my story, I decided to go with something different, an overly-bold partner that doesn’t get along with the main character at all. Speaking of characterizations, I’m actually finding Turcell pretty difficult to write. Hypothetically, I have to write his character like he’s the blank-slate silent protagonist you usually see, but that’s just not as interesting for the story.
And since we’re talking about difficulties, without a doubt, the hardest part about writing this story is the dungeons. Dungeons just weren’t meant to be written about. They exist purely as a gameplay element, and do little for the story beyond being a obstacle in your way, and yet you spend 80% of your time playing the game in the dungeons. Basically, what I decided to do was to add some extra character moments to the dungeons, that wouldn’t have appeared in a hypothetical game’s story. This allows me to write dungeons without them feeling meaningless, and also gives me an excuse to write some extra character-building dialogue, especially for Turcell. Hopefully as I continue to write this story, I’ll get a solid feeling of how to best write dungeon sequences.