Alright, I’m sure you’re here for game design but I’m sorry buddy, that’s not where this is going. This whole experience has definitely taught some me some surefire lessons. I will impart.
Trust No One
Haha, that’s a little ominous, isn’t it? Sorry, reader, there won’t be a lot of pictures in this but I’ll try to spice it up with some personality (as per usual, ;)).
Continue reading “Dev Log 5”
The mysterious lost development log of 2017… an era of mystery and loss….
Guess what, we haven’t been working on our game much so there’s not much to update. Great thing to confess to, isn’t it? Haha!
Continue reading “Dev Log 4”
HEY it’s been a while, hasn’t it – well let’s just jump right into it. What have we been doing? Preparing for our alpha presentation. After some discussion and consideration towards the circumstances (AKA no room access) we decided to prepare our alpha to focus on the digital application portion of the game.
Continue reading “Dev Log 3”
Alright so that was the plan when we were going to make a game about dogs. But we’re not anymore.
What happened? You might ask. Well, I’ll tell you.
So after some talk with our new advisor and some discussion (and heavy debate) between the two of us, we came to the conclusion that we could make this game outside of school. It’s within our capabilities. We can do it in our off time. It’s doable.
So why not do something that was a little more… outside of the box? Something that we wouldn’t be able to do quite that easily without the help of the school? Why not go somewhere incredibly ridiculous and stand out a little?
Well, for one, the primary reason why is because neither of us can program very well.
But it’s not like we’re incapable of learning, especially if it’s worth it, right? I’m always of the phrase that more work is not a reason not to avoid it. Hang on. I’ll quote myself right now.
More work is not a reason not to avoid it
Fish Song, 2016
Anyway. So we’ve decided to create a physical escape room with a digital counterpart. This might take a little bit to explain (it won’t) but I’ll try to break it down.
Regular escape rooms are rooms that people enter usually in groups and there are physical puzzles to solve that are usually of the logical/mathematical/riddle/physical nature. Ours seeks to do that in parallel.
As of right now, we’re looking forward to getting access to a physical room to gauge what is physically capable of us, fleshing out narrative, and proceeding with technical designs.
I’d like to perform a deep dive on branching narratives. Making a branching narrative is not difficult – but making one where the player’s choices carry weight is not so easy. I’d like to figure out what makes these narratives engaging and what makes this customized story the player’s own. By understanding how to keep track of and create unique branches, I hope to create immersive narratives that players enjoy.
Annotated Bibliography below the cut.
Continue reading “SIDE NOTE: Effective Branching Narratives”