Month: November 2016

  • Flying Spaghetti Monster

    Flying Spaghetti Monster

    The last week was non-stop story writing. Unlike a traditional script, mine has an interactive element. Meaning any reasonable question the player wants to pose in the context of the story — e.g.: Gandalf, why don’t you just fly the ring over to Mordor on your magical eagles? — needs to have an appropriate contextual response, lest the story feel…

  • A Slow Week

    A Slow Week

    I could use a few more weeks like this, even if it bores my blog’s audience. No songthaews. No teh tarik. No monkeys. There was a bluejay outside my window who grabbed a stray Timbit from the clutches of an unlucky squirrel — highlight of the day! Not exactly thrilling, but exactly what I need. The…

  • Technical Text

    Technical Text

    The Ben Wander Murder Collection (yes, still a tentative title) has a lot of text. Though the game has visuals — locations, characters, travel screens — the majority of a player’s time involves staring at words. My text-system was okay, but had some issues. Alleviating those issues was paramount! Here’s a semi-technical breakdown of how I did that — any…

  • Deep Breaths

    Deep Breaths

    I update this blog every Wednesday, but sometimes I write the posts on Tuesday afternoon. I wish I had done that yesterday, because this Wednesday morning I have no words. In many ways, this blog is cathartic for me, so I guess I’ll just write what’s on my mind: Deep breath. America, how could you? Look, I…