Wednesday, July 18, 2018

Four Walls

Work continues apace on Jingle BEL/S.

(Despite the interference of buying a house, planning a wedding, and working a pretty intense freelance position.)

Night three and three dreams are done.

The dreams are a WAY bigger deal in this game.

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Fun thing I'm doing!

It's called FOUR WALLS.

It's a LARP set in an Escape the Room.

I'm not making it--my friends Josh and Shoshana are making it.

But I AM running their remote-play option.

So if you'd like to wrestle with a kaleidoscope of eldritch horror over Discord for a couple of hours, consider signing up for Remote Play!

(Alternatively, if you're in the NYC area, you can come in person! My understanding is it's gonna be like Sleep No More but with more plot and interaction.)

Four Walls Website

Monday, June 25, 2018

Super Gay Techno Fire Lesbians

So in Jingle BEL/S, I briefly considered opening the option for romance between BEL/S and Pyreworm.

I changed my mind, since they're technically about one year old and neither of them really expressed interest in it.

But this exchange came out of it, and it made me happy:

----

BEL/S: Most of the literature I have reviewed implies one of us should be male.

Decker: No.

Janet: Don't worry about that.

Decker: You're fine.

Janet: If you feel like girls, you should both stay girls.

Decker: Yeah.

Janet: Be super gay techno fire lesbians.

Decker: Yes.

Wednesday, May 30, 2018

First Day

Finished the first day of Jingle BEL/S.

It's really lovely to come back to old friends and continue their stories.

The game is shaping up to be simpler than OS on a macro level, which is the intent, but also kind of annoys me, since I really LIKED the branching narrative/puzzle structure of OS.

BEL/S has been around for a while at this point and isn't developing as dramatically that she incorporates different elements and spikes in power on a day-to-day basis. So there aren't different paths based on how she develops.

There are a few different paths developing based on simple decision making.

And, of course, what presents she finds.

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)

----

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.