Off to the Appalachian Trail for a week. When I get back, I shall continue my design work on my horror text adventure to finish up the month.
Scattergamed
Sit back, relax, ungrind.
Friday, May 17, 2013
Tuesday, May 14, 2013
Development Log: Horror Game Part 4
Well, as usual, more notes for today. The theme today is mostly on the order of expanding the scope to accommodate a wider slice of life, and how to incorporate such things properly.
Friday, May 10, 2013
Development Log: Horror Game Part 3
Today is another post of design notes like Part 1, random
thoughts and so on. Sooner or later
they'll be solidified and put in order.
This one mostly tackles the idea of monsters and player
death. It also gets into some questions
about how to make things scary, what horror means, and considers videogame and
movie examples for justification.
Tuesday, May 7, 2013
Development Log: Horror Game Part 2
Well, not too much today. I've just been considering how best to split up the interface. Considering it's a text adventure, essentially, but with extra elements to it, it might be helpful for the player if each element was separate so the player doesn't have to dig through text to find the relevant info they need.
Although my quick Flash test was four boxes, I think six boxes might be necessary, or at least the most useful. This seems to be fine, considering that the sample text I'd used in the Flash test was very small and tons more could have fit in those text boxes, which means I can cut their sizes down without issue.
The one major thing I've been considering it whether to develop a text parser, or to rely on a menu-driven system. Of course a robust text parser would ultimately be the best, player-side, a menu would be easier for me to make. Ah, that's the way it always is, of course.
Part 3...
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| What I'm thinking might work. |
The one major thing I've been considering it whether to develop a text parser, or to rely on a menu-driven system. Of course a robust text parser would ultimately be the best, player-side, a menu would be easier for me to make. Ah, that's the way it always is, of course.
Part 3...
Friday, May 3, 2013
Development Log: Horror Game Part 1
Well, I spent the week making design notes more than
anything, in an attempt to flesh out and experiment with how the game world
will work.
Not all of what I wrote matters; probably most of it will be
trashed, but that's part of what the experimentation is all about. I'm trying to find a way to make a solid
horror experience where the player gets sucked in to the text and forgets
they're playing the game.
But the notes don't cover everything, and they assume you
know what's going on in my head, because, of course, I wrote these notes for
myself.
So, in essence, what I had in mind before writing my notes
was this:
A horror text adventure that would be online, where the
player may meet other players in specific areas. Where players meet would be "safe
zones" so they can chat, discuss what they've seen, etc. I might offer a few "Channels",
such as one for Newbies and Mentors, and one for Roleplayers who like to keep
in character.
But beyond safe zones, the world would be randomly generated
for each player, so players could not meet outside of safe zones. In the world, it is creepy, dangerous, and
you are very, very alone.
The goal of the game is escaping the nightmare world. The player is trying to find a somewhat-legendary
exit, and must explore endless rooms to do so. ("Rooms", of course,
being text adventure vocab, and not necessarily literal.)
What follows after the break are my actual notes, which meander
and babble, and just have random idea after random idea, expounding on each for
a bit before getting off-track.
Tuesday, April 30, 2013
Development Log: Horror Game, Day 0
So I've had a bunch of projects in the shadows, dabbling
with different ideas, and I think it's finally time to bring one of them to
light, and work on it in earnest.
So for the next month, I'll be working on a Horror Text
Adventure. I'll post about it twice a
week, whether I have something programmed, or just designed on paper.
![]() |
| Lots of text boxes. Woot. |
This game will have a semi-randomly generated layout that gets created as you play. Right now I've made a sample with a room that is a church, and each time you load it, it gives random details. I'm not going to bother posting the actual Flash file like I did with the January Engine, at least not until there is something to do. Clicking refresh really isn't much interactivity.
Like last month, I think I've got a break week, this time
where I'm going hiking instead of a conference.
But last month my excuse for not doing a "monthathon" was the
conference, and I don't feel like putting it off again. So this isn't as much of a "monthathon" as it is just me focusing on one project.
Friday, April 19, 2013
ECGC BRB
My apologies for not posting to schedule all the time; right
now I'm busy preparing for ECGC, as well as working hard on a volunteer
project.
![]() |
| Not this kind of volunteering. |
Next week I'll be at ECGC so there will be no posts. Expect posts to resume 4/30. It is likely that I'll be doing another
"monthathon" next month, since I had the itch this month but didn't
want it interrupted by ECGC. Not sure
yet want the project will be; typically I assign options to a number and roll a
die.
But, till then, keep yourself busy with the Fireboy &
Watergirl series, beginning with The Forest Temple.
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