After thoroughly reading the advice and best practices for making multiple-choice text games in ChoiceScript, I wrote my first chunk of story - not the beginning chunk, but one that might happen toward the early middle of the game. I learned a lot about how to set up choices and communicate with players, but am still unsure about the overall structure. I want the player to have autonomy, and am considering a non-linear mission system that allows players to spend and gather resources between missions. I’m not sure if non-linear missions is worth the added complexity, but at the very ...(Read more)
My interest was sparked while listening to one of the back episodes of The Game Design Round Table, which was an interview with a guy named Dan Fabulich. He started a company called Choice of Games based on the popularity of a computer-driven Choose Your Own Adventure story he had thrown on a server a while back. From that he created a markup language called ChoiceScript that lets you easily branch stories and track variables. This made me very excited.
In second grade I loved Choose Your Own Adventure books - I used to write them in class when I should ...(Read more)
I made a sort of trial mission for the Shadowrun campaign I'm working on. It involves raiding a chemistry lab, which is totally not related to my current job in a chemistry lab. Again, you need to own Shadowrun Returns to load the editor and import the project files, but you can spare $15, right? The test mission demonstrates how you might dig up dirt on someone while on a mission, how people may try to screw you over if you've been a total jerk, and tries to give some interesting choices. There's a matrix component...
... and ...(Read more)
If you happen to own Shadowrun Returns, you can download and play my mockup of the systems I'm working on. I'm in the story writing phase right now, so I probably won't have another playable update on this for a while. With the exception of building group-based reputation, all of the features listed here have been implemented.
A few posts ago I started rambling about where I'd like interactive media to start exploring more, and mentioned that replicated social interaction interested me. Though there's no substitute for real social interaction, there also aren't many ways around interacting with NPCs in games. Sometimes they add flavor to the world, sometimes they give you quests, and sometimes they just serve as store fronts. If you have to interact with a fake person, why not make it interesting?
I've started working on a content pack for Shadowrun Returns that incorporates some of these concepts - partly because ...(Read more)