Tumgik
#narrativegame
bobastudios · 7 months
Text
Squirrely Roo at a Writing conference? It's more likely than you'd think! 🤔 💭
Though playing Squirrely Roo Rabbit may not feel like reading, it still depicts a story to you, player!
Tumblr media
As a #StoryGame, the narrative drives the mechanics and the content of each level in a larger context. But why doesn't it feel like reading? Well, games as an interactive medium have a unique requirement of having the "reader" perform—and sometimes even decide—the story, providing a unique and often innovative lens to the storytelling medium 🤓
Tumblr media
At the IWCA annual conference this weekend, we're looking at the expansive ways writing can be used to communicate! 💬💭🗯
3 notes · View notes
ahandfulofolives · 1 year
Text
Archipelago is a free cozy sci-fi game about running a tea shop. It's short, sweet, and full of lore! and different options. What tea you brew affects who comes in and what kind of mood they're in.
I loved! and still have a few playthroughs to complete...
Tumblr media Tumblr media Tumblr media Tumblr media
2 notes · View notes
andreablythe · 1 year
Photo
Tumblr media
The puzzle game, Unpacking, from Witch Beam studio, has a delightfully simple premise. The player is presented with stacks of cardboard boxes within a series of rooms. As each box is unopened, the player chooses where to place the objects within the home, having to adjust to make sure that each book, t-shirt, collectable, and toothbrush has its proper place. This game is delightful and relaxing in its gameplay and, without the use of dialog or explanations, also manages to tell a lovely story about a woman growing up, finding her place in the world, and discovering and falling out of love. #casualgames #unpackinggame #games #indiegames #puzzlegames #narrativegame #gamelover #gamer #gamereview https://www.instagram.com/p/CoVMXUfP-Gy/?igshid=NGJjMDIxMWI=
0 notes
studiowitchstar · 5 days
Text
The Final Farewell
Our debut game, The Final Farewell, is now available to play on Steam!
The Final Farewell is a cosy narrative adventure about finding peace in death, and learning to let go. As a lost ghost, befriend wayward mortals and piece together misty memories. Lay to rest the echoes of the past and discover the truth of your own demise.
We have an introductory discount of 20% until the 29th of April. For the price of a coffee, it's worth a look!
2 notes · View notes
cattrigger · 1 year
Text
More information about Date Time❤️!
What is Date Time❤️?  
Tumblr media
Date Time is a Trilogy of games, which includes Enhanced versions of both Melissa❤️ & Morris❤️ with additional endings, new secrets & enhanced cutscenes! 
As... well as one last additional chapter... Anna❤️.
Anna❤️ will be a very large game that surrounds around the 3rd & final "date" of the Date Time series.  
But not just that, Melissa & Morris will return in this newest chapter, to finish their arcs, to finally meet each other again, and the three will converge to yet ANOTHER LUCKY PLAYER at the Library.
YOU CAN ADD IT TO YOUR WISHLIST ON STEAM HERE!
What will you do with the older itch.io titles?
The original Melissa❤️ & Morris❤️ will continue to exist for free on itch.io.  More information will be coming in as this develops.
There will still be updates to the CLASSIC VERSIONS of these Date Time chapters, stay tuned!
Tumblr media
Where will Date Time❤️ be available?
Date Time❤️ will be available on both Steam & Itch.io.  An Itch.io page will be created as soon as the Demo is released.
What will be in the Date Time❤️ demo?
The Date Time❤️ Demo will contain Melissa❤️ Enhanced, as well as the first part of Anna.  
There is a special ending in the new Melissa❤️ Enhanced for people who have already played through the Classic story.  Stay tuned!
When will the demo be released?
I hope to get it released by Mid-May.
Tumblr media
What Platforms will Date Time❤️ be available for?
At this time, Date Time❤️ will be available for Windows, as well as Linux & Mac.  An Android version may be developed shortly after release on desktop.
What Platforms will the Demo be on?
Most definitely Windows, but I will try to export Mac & Linux versions shortly after.
Why won't there be a Web Version of the Demo for Date Time❤️?
After quite a few months testing and consulting with other game developers, I found that the new rendering system I will be implementing necessary for the higher quality (and far more optimized) animation for Date Time❤️ is simply not compatible with a web version.  
I apologize for the inconvenience.
Tumblr media
When Will Date Time❤️, the full game be released?
I hope to get you a general release date sometime soon.  
PLEASE KEEP IN CONTACT!
While I will try to post more on these devlogs, I also will be posting on Tumblr & Twitter whenever new information comes out about the game.  
Please keep in contact, if you have any questions, feel free to reach out to me on these platforms!
15 notes · View notes
beccacoffindaffer · 1 year
Photo
Tumblr media
👼EXCITING WRITING NEWS😈 I'm working with the team at StoryLoom to create an interactive novel where you get to make choices that affect the storyline, and the first chapter of my queer-positive paranormal book just went up! 👼😈 In DEATH, DEMONS & OTHER BARGAINS, you play as Alex, who just found an incredible rental in London for you and your sister Evie -- only to discover it also serves as an entryway to the afterlife. Which means you're now roomies with characters like an angel who makes Vulcans look emotional, an infuriatingly charming demon, and a giant skeleton reaper named Ted. But the longer you're there, the more it becomes obvious the afterlife is bleeding into the real world in more ways than one -- and you and Evie might be first to fall. 😈👼 If you're interested, there's a StoryLoom link in my bio. Its in open beta, so there might be a few quirks but you'll get to enjoy all kinds of incredible stories from other authors you'll recognize! And standby for new chapters coming soon! . #authorsofinstagram #storyloom #interactivestories #storygames #narrativegames https://www.instagram.com/p/ClzArRovyzy/?igshid=NGJjMDIxMWI=
5 notes · View notes
borisgamesx · 7 hours
Video
youtube
Detroit: Become Human (PC) - Gameplay Walkthrough - Let's Play Part 3
Markus confronts a moral crossroads with Leo, while Connor's discovery alters the fate of an android prisoner, setting the stage for future events. Meanwhile, Kara and Alice navigate post-escape choices, deciding between a motel, car, or squatting for shelter, each option shaping their uncertain journey.
0 notes
taqato-alim · 4 months
Text
Analysis of: YouTube video "Découvrez les Coulisses de A Plague Tale Requiem la pépite d'Asobo Studio" by Julien Chièze
youtube
The term "document" in the following text refers to the video's subtitles.
Summary of the key discussions:
Concept art process with over 100 pieces created to inspire 3D art and level design. Iterative refinement shown.
Proprietary game engine development focused on optimizing and evolving between games to enable ambitious designs.
Art, programming, sound design, cinematics, QA testing and simulation techniques showcased.
Sound design emphasized composition, scores, foley, ambient layers and 3D audio support.
Cinematics utilize mocap/performance capture, facial matching for over 2 hours of cutscenes.
Level/environmental art creation inspired by concept art iterations into 3D worlds.
Simulation of up to 3 million rats through particle systems, Houdini and engine optimizations.
QA testing covered gameplay evaluation, bug fixing, developer guidance roles.
Culture appeared dedicated to teamwork, creativity, technical excellence and quality standards.
High production values indicated across disciplines like extensive art, animation, sound and polish.
Transparency shown in detailed explanations of various pipeline aspects and challenges.
Ambition to push technical boundaries and listen to player feedback between entries.
Summary of the document content:
The tour guide provides an introduction and discusses different departments within the studio such as art, programming, sound design, and quality assurance testing.
In the art department, they discuss concept art development and how concept art is used to inspire 3D art and level design. Over 100 pieces of concept art were created.
Programming discussions include using a proprietary game engine, improvements made between games, and optimizations to support increased numbers of simulated rats.
Sound design covers foley recording, ambiance design, music integration, and 3D spatial audio support.
Quality assurance testing encompasses gameplay testing, debugging, providing guidance to developers, and ensuring quality.
Cinematic development is discussed, showcasing motion capture, performance capture, facial animation matching, and integrating over 2 hours of cinematics.
Level design and environmental art creation is demonstrated through multiple concept art iterations and integration into the game world.
Simulation of large numbers of rats (up to 3 million) through particle systems and optimizations is highlighted.
Various workspaces, demonstration areas, and in-development assets are toured.
How concept art is used to inspire 3D art and level design:
The art department creates a large number (over 100 pieces) of concept art to establish the visual style and environments.
Concept art goes through multiple iterative refinements as more details are added.
It is used to inspire the 3D environmental artists and level designers in building out the game world.
Early concept art acts as a skeleton that later art adds more substance and realism to.
Level designers and 3D artists are able to get inspiration and ideas for how to construct levels, environments and assets from the conceptual artwork.
Assets shown changing from early concept artwork to highly detailed 3D versions incorporated into actual game levels.
The concept art process allows the creative vision to be established before full 3D art production and helps guide that production.
So in summary, extensive conceptual artwork forms the basis for the overall art style and acts as a starting point to inspire more realistic 3D art production and level design integration into the actual game.
The proprietary game engine:
The studio uses a custom-built, proprietary game engine to develop their games.
Having their own engine allows for greater flexibility than a third-party engine like Unity.
It enables them to more easily implement ambitious ideas that may be difficult in other engines.
Significant improvements were made to the engine between the first and second games to take advantage of more powerful consoles.
This allowed for things like larger maps, higher rat counts, new gameplay systems, and enhanced graphics.
Programming focuses on optimizing and evolving the proprietary engine to support the creative vision.
Engine changes are highly iterative, informed by ongoing design and testing needs.
Having the engine in-house facilitates close collaboration between programmers and designers.
This aids rapid iteration and adapting the tech to new gameplay prototypes or design requirements.
So in summary, the custom engine provides needed flexibility and creative control, and its ongoing refinement is a core focus of programming to enable ambitious game designs.
Simulating large numbers of rats:
Rat simulations utilize particle systems and other techniques in the game engine and authoring tools like Houdini.
Early experiments included physics-based simulations and tsunami-like waveforms.
Current approach injects velocity vectors in key locations to produce natural-looking wave motions.
Parameters control viscosity, speed, bounce behaviors and other properties.
Dividing simulations into modules allows precise timing/placement by level designers.
Individual rats are not tracked at these large volumes - it's about simulating coherent group movements.
Optimizations between games allowed for greatly increased rat counts from 3000 to 30000 to 3 million.
Simulating impressive numbers of rats at scale creates compelling chase/swarm sequences.
Iterative tweaking synchronized emergent behavior with cutscene/gameplay needs.
So in summary, advanced simulation techniques leverage the latest technology to convincingly portray enormous rat hordes through controllable, optimized crowd systems.
Tricks and techniques for simulating large numbers of rats:
Using particle systems and tools like Houdini to define behaviors and simulations at scale. This allows simulating hundreds of thousands to millions of rats.
Injecting velocity vectors in key areas to create more natural, wave-like swarm motions rather than rigid shapes.
Controlling parameters like viscosity, speed, bounce, etc. to refine the simulation properties.
Modularizing simulations so individual effects/waves can be precisely timed/placed by level designers.
Not tracking rats individually at these volumes, instead simulating coherent group movements and behaviors.
Projecting geometry like rat sprites onto simpler collision proxies rather than using complex 3D geometry for each rat. This reduces draw calls and performance impact.
Generating variations in animation and sounds procedurally so it seems like many unique rats rather than repetitions.
Caching/pre-baking simulations where possible to optimize runtime performance.
Leveraging more powerful consoles to massively increase the number of simulated entities from previous games.
So in summary, particle systems, simplified collision, procedural variation and optimization tricks allowed convincing large-scale rat simulations within technical constraints.
Sound design:
Sound design involves recording foley, designing ambient audio layers, and integrating an original musical score.
Music aims to dynamically support gameplay/story pacing through interactive composition.
Key melodic themes are developed across multiple games to tie the narrative together.
3D spatialized audio is a focus to fully immerse the player in the virtual environment.
Next-gen consoles allow implementation of advanced audio technologies like 3D audio.
Breath sounds and subtle musical cues help establish character emotion/psychology.
Iteration occurs between sound designers, composers and other teams to synchronize audio with visuals/gameplay.
Sample audio showcased how layers like ambient atmosphere, music and effects combine.
Early concept music played to inspire writers during cinematic scripting.
So in summary, thoughtful sound design aims to fully immerse the player through rich ambient spaces, musical storytelling and 3D audio technologies supported by the latest consoles. Cross-team collaboration optimizes the audiovisual experience.
Cinematic development:
Cinematics play an important role in the storytelling and emotional impact of the game.
Motion capture and performance capture is used to capture actor performances.
Facial animation is matched closely to the captured performances through the use of cameras focused on the actors' faces.
Early storyboards help plan and visualize scene beats, timing and flow before capturing performances.
Storyboards can also be used to guide actors in their portrayals.
Extensive cinematics totaling over 2 hours were created for the game.
Iteration occurs to refine cinematics based on gameplay, level design and other factors.
Captured performances are integrated into the game engine alongside visual elements.
Streamers saw some of the raw emotional reactions from players experiencing cinematic moments.
So in summary, motion capture and performance-driven animation is used to create highly cinematic story moments totaling many hours, enhancing the narrative experience.
Level design and environmental art creation:
Concept art goes through numerous iterative refinements to evolve locations from basic sketches to fully realized 3D environments.
Early concepts establish the overall setting and vibe before production begins.
Later concepts add increased detail, lighting, textures and scene-specific elements.
Level designers and 3D artists are inspired by concept art to start constructing in-game areas.
Areas demonstrated include village exteriors, indoor spaces, arenas, camps and story-focused set pieces.
Designs consider narrative beats, gameplay functionality and visual cohesion.
Dozens or hundreds of concept pieces may be made to fully flesh out an environment.
3D versions integrate all design and technical work into the final integrated experience.
Collaboration between concept artists and level/enviromental teams brings each location to life.
So in summary, iterative concept art forms the backbone for fully realized 3D levels through inspiration and implementation by level/environmental production teams.
Quality assurance:
Quality assurance testing is a key part of the development process, alongside activities like programming, art and design.
Testers perform various testing roles from gameplay testing to debugging to providing guidance to developers.
The goal is to help ensure the overall quality of the final game.
Testing is done at every stage from early prototypes through to the finished product.
Testers help catch issues and provide feedback to improve various elements like gameplay, bugs, design choices etc.
It's not just playing the game but involves evaluating many parallel aspects to catch potential problems.
Quality assurance testers work closely with all development teams throughout the project.
Their role is to aid, follow and support the development process from the beginning to deliver the best possible experience.
So in summary, testing plays a vital transversal role in collaborating with other teams to improve the game at every step through comprehensive evaluation activities beyond just gameplay.
Based on the details provided in the document, the quality of production for these games appears to be very high. Some factors that indicate this:
The studio uses a proprietary game engine that they have heavily optimized and improved over multiple titles. This allows them to implement ambitious designs.
Extensive concept art is produced, going through many iterations, to fully visualize all aspects of the game world and story. Over 100 concepts in some cases.
Cinematic cutscenes employ motion capture and involve over 2 hours of professionally captured/animated content.
Sound design creates rich, immersive audio through layering, composition and advanced spatial audio techniques.
Large development teams of 70-75 people, with specialized roles, enable high production values across many disciplines.
Systematic quality assurance testing catches issues at all stages to help ensure polish.
Advanced simulation techniques create impressive, convincing in-game effects like swarms of millions of rats.
Multiple awards and positive press/reception suggest released quality met ambitious creative goals.
Efforts to listen to players and iterate/improve between titles.
The depth of content, optimization efforts, collaborations between specialized teams, creative ambition and polish of things like art, animation and sound all indicate an extremely high standard of production for the games discussed. The studio appears dedicated to quality.
Based on the details provided in the document, some observations about the culture of the production studio include:
Strong emphasis on collaboration between different disciplines like art, programming, design, sound, QA. Suggests an integrated team-focused culture.
Creative autonomy coupled with technical constraints - willingness to adapt designs while optimizing engine capabilities. Balance of art and engineering.
Iterative testing and feedback cycles that help shape the final product. Openness to improving based on player input over multiple games.
Focus on ambitious creative goals and pushing the limits of latest generation technology to enable complex designs. Risk-taking innovative culture.
Passion for the craft evident in discussions - artists, programmers, etc. clearly invested in their work and medium. Sense of pride.
Transparency and enthusiasm in giving a full studio tour and technical explanations. Culture that values knowledge sharing.
Polish and attention to detail across sound, animation, visuals, etc. Quality-driven mindset.
Relative autonomy using their own proprietary engine. Suggests a culture that prizes control and flexibility.
Overall, aspects discussed point to a culture that values creativity, technical excellence, teamwork, continuous learning and sharing knowledge towards ambitious long-term goals. A passionate, quality-focused environment.
0 notes
wantmoregame · 1 year
Video
youtube
Game inside Game | Within Gameplay } Horror Game | Narrative driven | Ri...
0 notes
bobastudios · 10 months
Text
Tumblr media
While we were at Awesome Con, we were interviewed by comic & gaming podcast, Color/Break! With Squirrely Roo being a story game, this was pretty perfect 😎
Chatting with y'all really brightened up our days! 🥰Thanks for stopping by! 🙌
youtube
2 notes · View notes
momentsq · 1 year
Text
MomentSQ release - Big News (Crunchyroll, Yahoo, & more)
Tumblr media
So many things we thanksgiving for ?, such as the love and treat from some great media front page ?? ...  check out the launch on iOS, link in the #MomentSQ release page .
?Check out instagram @yourMomentSQ for GIFT ? . . #hollywoodreporter, #venturebeat gamebeat #CNET #fanbase #crunchyroll #yahoo #animeherald . More coverage:
Exclusive Story Placement:
The Hollywood Reporter
https://www.hollywoodreporter.com/heat-vision/aggretsuko-anime-launches-mobile-game-1250517
Articles:
CNET
https://www.cnet.com/news/the-10-coolest-mobile-games-we-saw-at-gdc-2019/
VentureBeat
https://venturebeat.com/2019/10/30/sanrio-and-momentsq-are-bringing-netflix-hit-aggretsuko-to-mobile-gamers/
Yahoo! News
https://news.yahoo.com/aggretsuko-brings-sweet-red-pandas-rage-office-friendships-142918334.html
Crunchy Roll
https://www.crunchyroll.com/anime-news/2019/10/31-1/aggretsuko-mobile-game-lets-you-experience-retsukos-rage-in-chat
Anime Herald:
https://www.animeherald.com/2019/10/31/sanrio-and-avm-labs-release-aggretsuko-smartphone-game-on-ios/amp/
MSN:
https://www.msn.com/en-us/tv/news/aggretsuko-brings-sweet-red-pandas-rage-and-office-friendships-to-mobile-via-momentsq/ar-AAJzNqn
Fanbase Press
http://www.fanbasepress.com/index.php/press/interviews/gaming/item/10387-fanbase-press-interviews-lk-shelley-on-the-sanrio-and-avm-lab-games-announcement-of-an-aggretsuko-game
Touch Arcade
https://toucharcade.com/2019/10/30/aggretsuko-mobile-game-momentsq-ios-available-now/
Gaming Trend
https://gamingtrend.com/news/red-pandas-and-death-metal-comes-to-your-phone-with-aggretsuko-on-momentsq-today/
Gamasutra
https://www.gamasutra.com/view/pressreleases/353077/Sanrio_Teams_Up_With_MomentSQ_To_Bring_Aggretsukonbspnbsp_Exclusively_To_Game_Audiences.php
Pocket Gamer
https://www.pocketgamer.com/articles/081412/popular-anime-aggretsuko-comes-to-mobile-in-a-choose-your-own-narrative-game-for-ios/
Licensing.biz
https://www.licensing.biz/sanrio-partners-with-momentsq-for-aggretsuko-mobile-game-series/
Gaming Conviction
https://www.gamingconviction.com/aggretsuko-receives-interactive-story-game-for-mobile/
Daily Times
https://www.dailytimes.live/games/momentsq-game-platform-interactive-stories-featuring-adaptation-excellent-anime-48684848
Mac Hash
https://machash.com/touch-arcade/273920/momentsq-game-platform-interactive-stories-available/
Game 24
https://gameup24.wordpress.com/2019/10/30/momentsq-is-a-game-platform-for-interactive-stories-now-available-featuring-an-adaptation-of-the-excellent-anime-aggretsuko/
Logitheque
https://www.logitheque.com/en/software/mobile/games/role-playing-games/download/momentsq-ios_66580.htm
Nach Welt (Germany)
https://www.nach-welt.com/technik/sanrio-und-momentsq-bringen-netflix-hit-aggretsuko-fur-mobile-gamer/
Spiele Tipps (Germany)
https://spiele-tipps.net/der-beliebte-anime-aggretsuko-wird-in-einem-eigenen-erzaehlspiel-fuer-ios-fuer-handys-verfuegbar/
The Star Online (Malaysia)
https://www.thestar.com.my/tech/tech-news/2019/11/01/aggretsuko-brings-sweet-red-pandas-rage-and-office-friendships-to-mobile-via-momentsq
Guru Gamer
https://gurugamer.com/mobile-games/popular-anime-aggretsuko-now-available-as-an-interactive-game-for-ios-7465
Mobil Gamer (Hungary)
http://mobilgamer.hu/hir/mobiljatek-keszul-a-nepszeru-aggretsuko-anime-alapjan
NewsBeezer
https://newsbeezer.com/malaysia/sanrio-and-momentsq-bring-netflix-hit-aggretsuko-for-mobile-gamers/
Pop Insider:
https://thepopinsider.com/news/aggretsuko-sanrio-momentsq-game/
Anime Feminist:
https://www.animefeminist.com/sanrio-and-avm-labs-release-aggretsuko-smartphone-game-on-ios/
1stGamers:
https://1stgamers.com/sanrio-momentsq-debut-aggretsuko-mobile-game-%E2%80%A2-the-pop-insider/
----- #aggretsuko aggretsukofan #aggretsukoart #aggretsukofanart #Netflix #sanrio RAGE #VIBE #stress #giveaway #retsuko #haidaaggretsuko #fenneko #aggretsukohaida #aggretsukoseason2 #aggretsukotadano #MomentSQ #playchoices #mobilegame #narrativegame #visualnovel #otakulife #otakuworld officiallaunch exclusive #thanksgiving #roleplaygame #episode #anime_art
0 notes
andreablythe · 1 year
Photo
Tumblr media
Pentiment is a narrative-driven adventure game from Obsidian Entertainment. Set in 16th century in the fictional town of Tassing, Bavaria, the game centers on Andreas Maler, an illuminator (artist) working at the local Abbey. When a murder of a prominent noble occurs, Andreas begins an investigation in the name of helping a friend. The player is able to wander around the town, interviewing various characters in an attempt to get at the truth — despite the fact that there never seems to be enough time and the answers seem hard to unravel. One of the many things that makes this game so compelling to me is how it presents various perspectives on the truth (eliminating any clear objectivity) and how it deals with the passage of time. As the title hints at (a pentiment is an underlying image or forms that have been painted over), the "truth" is often a layering of stories and time. Pentiment is a game I'll likely play again, as I'm curious how the different choices that the player makes affect the storytelling and how the various truths layer upon one another. #games #gamestoplay #Pentiment #Pentimentgame #gamereview #gamer #gamelover #narrativegame #adventuregames #gamestagram https://www.instagram.com/p/CoTRXcgvonL/?igshid=NGJjMDIxMWI=
1 note · View note
playchoices · 2 years
Photo
Tumblr media Tumblr media
Let's roll into this week with new Choices chapters. 😎 
90 notes · View notes
talestenebrous · 3 years
Text
Testing out flight above the new clouds! Can’t wait to see how beautiful this game is going to become.
41 notes · View notes
borisgamesx · 4 days
Video
youtube
Let's Play Detroit: Become Human (PC) - Gameplay Walkthrough - Part 2
Markus retrieves a package and returns home. Connor persuades Lieutenant Hank Anderson to investigate a deviant murder, while Kara faces escalating violence from Todd towards Alice. https://youtu.be/9DuTRa_RE80?si=Q1XPcP5LvZ8jD8_v via @youtube
0 notes