I haven't been able to work a whole lot on the Echoes of Indigo project in the last couple of months, but I can at least share where I am with it. The general plan is as follows:
Step 1 was pretty easy. It's the big picture sort of stuff that you already have a good idea about ...(Read more)
I've finally gotten a demo for ScreenPlay that's stable enough for me to be comfortable sharing it! For those curious, check it out on its game page! Also, I've been working on a full-length story for ScreenPlay that I'm calling Echoes of Indigo (for now) - did some world building, drafted a cast of characters, and made a few plot outlines so far...
Here's the gist - an alien race called the Vratt made first contact with Earth a few years back, and have alerted humanity that the Earth needs to be evacuated. Our brightest scientists have ...(Read more)
I think I'm finally ready to start making a full-fledged game in ScreenPlay! I've been putting a ton of work into revamping the script syntax to be more readable, added a save system, and added some commands for better communicating stat changes to the players. I also made some games for play testing, and have been trying to get it in front of more people.
One thing I've realized is that even though local co-op is my ideal format for people sharing stories together, it's going to really cut down the number of people who will ...(Read more)
It's been a few months. I've mostly been working on ScreenPlay, though I've found some time to work a little on the Corvallis Game Devs website and help organize some workshops for that, too. ScreenPlay is starting to look promising, and now it does cutscenes! You can code them entirely in ScreenPlay annotation without touching C# at all. Just drop some images in your project's cutscene images folder, and you're off!
Also got some snazzy character sliding going on, so people don't just appear out of thin air anymore (unless you want them to ...(Read more)
As I transitioned from writing a Shadowrun Returns campaign, to a cyberpunk ChoiceScript game/book, to finally writing something in Twine, the question occurred to me - why aren't there any non-linear narratives that are multiplayer? Whenever I hear people talking about really good non-linear narratives like those by Telltale or Bioware, it's pretty common for them to mention that their friend/roommate/spouse loved watching the story and didn't want them to play the game without them in the room. Something about non-linear drama attracts spectators, so why not get them involved? That seemed worth taking a ...(Read more)