Wednesday, May 16, 2018

Open Sorcery DLC

Just finished putting the final polish on Sea++ before putting it to sleep for a little while.

Now working on some original Open Sorcery DLC.

It's gonna be called:

Jingle BEL/S

BEL/S has been aware for a year, and is about to experience her first holiday season.

It's a game about magic, technology, and presents.

Monday, April 30, 2018

Contract Work

So I have very good but slightly inconvenient news!

I have been hired to do contract work as a narrative designer!

It's for an exciting project that I can say absolutely nothing about.

This is good for me because it means I'm getting consistently paid for doing remote, creative work. Which is the best.

This is long-term good for Open Sorcery, because it makes it increasingly unlikely that I will have to go back to a distracting 9-5.

This is short-term HIGHLY INCONVENIENT for Open Sorcery, as it means I now have three major projects competing for my attention.

(Open Sorcery: Sea++, EMERGENT, and Mystery Contract Work, for those keeping score)

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I'm probably going to have to push back the release of Sea++ again because of the added workload.

But I feel bad about doing that, so what I'll probably do is create some DLC for the original Open Sorcery and release it when I WOULD HAVE released Sea++.

So there will be some sort of new content for the OS universe in April 2019.

And I will try to get better about the planning fallacy.

Monday, March 26, 2018

Geisthome

Working on Geisthome in Sea++!

It's pretty elaborate, since it's one of the main areas you have to go through, and the last area before you rise from the Deep Web to the Web, and emotionally important to the main character.

I've implemented an AI for a troll whose house you have to go through to reclaim one of your memories. You can deal with him by avoiding him, poisoning him, or convincing him to be a pescatarian.

I've just about finished that and am moving on to sea-monster fishing and a Dark Reef of coral and monsters you can collect to do alchemy.

Tuesday, January 23, 2018

Upkeep

This month was mostly catch up and clean up work in the Deep Web.

I did a number of interesting things:

- Implemented a puzzle for fixing a neon sign.
- Implemented a puzzle for luring a shy fairy child out from under a table.
- Bug-checked an area called Awash in Gibbering Madness.
- Implemented assembling a Prophesy of Light.
- Fixed various problems with helping the Lost Colony of Roanoke settle on the ocean floor.
- Implemented how to murder people.
- Implemented adopting an octopus.

Tuesday, January 16, 2018

Word Count

I keep all of the versions of Sea++ saved, in case I need to go back to an earlier version.

I just reached version 100.

It's about a third done, and already 80,000 words.

Open Sorcery was about 61,000 words, and a lot simpler.

So big.

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."