Tuesday, December 5, 2017

Removing the Reef

Look at this beautiful Crayon BEL/S.

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I have decided to remove an area called The Reef from the game.

This is because I'm a little behind schedule in finishing the Deep Web.

And because I only have a tenuous idea of what it would contain.

That tenuous idea can be summarized as: Underwater Harvest Moon.

And honestly, that's probably its own game.

I shouldn't try to shoehorn it into this one.

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Also implemented the ability to hug fairy royalty.

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"In this game you'll be attacked by gibbering horrors from beyond space and time, and just like you usually do when that happens, you'll have to solve word puzzles to stay safe." - Josh Harrison

Tuesday, November 28, 2017

Awash in Gibbering Madness

I am implementing an area called Awash in Gibbering Madness and it is so much fun.

Designed a Sea++ area called the Light House.

It needs one more puzzle. A biggie.

Continuing to work on synesthesia puzzles.

My game contains the phrase "unholy beeswax."

Tuesday, September 5, 2017

On Twine

I've been going hard on EMERGENT, so no Sea++ update. Instead, have this short essay on my instrument of choice.

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I love Twine.

I love Twine despite its primitive IDE because I'm used to working with javascript in Visual Studio, and as gloriously useful as VS is for working in C#, it still is pretty much just a syntax highlighter when you're working in javascript.

You gotta debug with console.log and the dev tools. I tolerate the dirt because I'm used to rolling around in the mud.

I forgive Twine a lot because I just like the idea so much--a one html-page game of interactive text. It's so utterly portable and lightweight, does exactly what I want creatively, and I can use all the tricks I've learned from web development to make cool shit/copy from the MASSIVE library of neat things people have done with javascript and CSS.

I find the Twine node structure a highly intuitive way of keeping myself modular and I really like having a visual structure of my program instead of just lists of files. Twine has gotten better at searching with the last update and incorporating javascript, which is what I use whenever I'm doing anything complex, is now easier.

Caveats: Undo in Twine still kind of sucks, which is why I do most of my text editing in Sublime (a beautiful text editor). I also am not a super fan of the last twine update--I feel like it made editing in-window much clunkier and I'm hoping that will be rectified.

Also, I have had to hack up the Harlowe library in many warranty voiding ways to make it do what I want. I'm kind of using my own, hacked twine library at this point.

Tuesday, August 29, 2017

Sea++ Screens

A couple of screenshots from Sea++.

The Deep Sea map.



And the Steam Engine of your webship.


Wednesday, August 16, 2017

Mysterious Projects and Online Resume

After working on it for a week, I realized my mysterious new project needs to happen next year to fall smoothly into the tempo of the story I'm telling.

So. Back to Sea++.

I've made an online resume for myself to showcase my game design and writing skills:

Abigail's CV

Tuesday, August 8, 2017

Tarot and Pie

I've mostly finished the area called the Lost Soul's Diner.

Eat pie, talk to lost souls, and play with a tarot card shark.

I needed (read: really wanted) graphics for the tarot cards, so found this non-copyrighted 18th century deck.

I'm not quite satisfied with it. If anyone has suggestions about how to get a bunch of quality major arcana images on the cheap, lemme know.

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Will probably be putting Sea++ mostly on pause for a month or two to work on EMERGENT and another little project I have in mind for the Christmas season.

Tuesday, July 18, 2017

EMERGENT Group

Mostly worked on EMERGENT these last weeks.

I'm gonna talk less about it from now on, cause we're posting updates to this group:

EMERGENT Group

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In Sea++, I've been writing the Deep Web and programming a map for navigating in your web ship.

I've designed the Cthulhu of my game-world and she comes with her own puzzle.