Saturday, 17 August 2013

[Non-linear story analysis] Freeway Fighter, a gamebook by Ian Livingstone (complete story map)


This is the result of a few hours analysis of story board and the flow of the story through an old gamebook I recently bought. Freeway Fighter is a single-player role-playing gamebook written by Ian Livingstone, illustrated by Kevin Bulmer. Originally published in 1985. Simply put, it is a setting of a famous old movie - Mad Max (1979).

Friday, 16 August 2013

NYRTHOS - Third batch of testing, bug reporting and gameplay feedback (Alpha)

A third summary of testing Czech hand-crafted old-school RPG - Nyrthos. Still a long way to go, but definitely a progress has been made.

Playtime: 2 playthrough session (v0.9.13b), 2:30:00 (I died a lot.), 8.+13.8.2013

SUM-UP: The main issue I see in the combination of long walks between areas (waypoint system?), difficulty setting in context of a freemium nature of the game and dialogue double-click bug. I did find an important 2 weapons exploitable glitch (see below). Overall it looks promising, but there should be a hell of a lot tweaking, if the game is supposed to be freemium. The player experience, feedback loop from the game and flow of the gameplay is not there yet.

Keep up the good work, guys!

Tuesday, 6 August 2013

Story design - Concept art: In a cyber jazz bar

Big Johnny's Bar

{ A dystopian cyberpunk mobile game [prototype] }



As you enter the Big Johnny’s Bar, you immediately hear the tendering sound of high pitched trumpet and painstakingly easy rhythm of the drums. It is melting your perception with nearly unbearable silent beats of drummer’s sticks. It seems that time has stopped in nineteenth century, in this bar.

Damn those sixties! 

Tuesday, 30 July 2013

Story design - Concept art: A dystopian cyberpunk mobile game [prototype]

A New Employee From The Slums

[One of possible opening sequences leading to on boarding process and tutorial]


 *FanArt picture not-related to the game, to set the mood. Origin: http://hunqwert.deviantart.com

You stand before the BnP Corp building, its towers glooming above your head. New suit, shirt bought few hours back and trousers that cost you half of your savings. All that stuff was freshly ironed by a slave boy in Dirty laundry Go Away. You used to like that shop. It is just near your room, it's dirty cheap and they liked you there. Not anymore. The clothes were too expensive for them. Even though it is cheap as hell compared to the stuff that you are expecting in the BnP building.

Monday, 10 June 2013

[First impression] NYRTHOS 2nd technological demo

List of first impressions or rather bugs and tweaks from notes during play of Czech action RPG game - NYRTHOS. In next few days I will work on deeper analysis for the second demo of Nyrthos. But for now, just a brief overview.

Playtime: 1 playthrough session, 1:30:00 (I explored a lot.), 26.5.2013

SUM-UP:
The overall impressions are good. It seems that a progress was made in fields of boss fights and also the battle system seems tweaked a little. There were some minor bugs, although when glitched the save game function itself, it was quite frustrating. The biggest promise is a feature called Trophies, which seems to have an aesthetic function AND gameplay function.


NYRTHOS preAlpha DEMO Testing

I apologize for one fu*king big post, I tried to be most efficient and sum it all up in an understandable way. Hope it worked.

Playtime: 4 playthrough sessions, 21.-23.2.2013

SUM-UP:
Main issue with game mechanics - for me - was double-click to run, sometimes a pathfinding breaks and jumpy yellow object underlight. The main positive was a BG feel I got during the first story animation - a calming breeze of excellent story and Irenicus, a sound of promise and quality. I also liked the night and a pond >.<.