Kaptain’s Logbook
Explore the Dev Blog of a Time-Traveling Space Pirate Extraordinaire for storytelling ventures across games, fiction, and beyond.
Thunkgaria - Navlog 3
As we journey through narrative design methodologies, I think it is worth it to discuss Explicit and Implicit kinds of storytelling in video games.
Thunkgaria- NavLog 2
So, I should probably go more in-depth with my NavLog this time. The last one barely scratched the surface of our development of Portal Brawlers or our Shadowdark RPG adventures, so let’s dig in.
Thunkgaria—NavLog 1
So my new role as Narrative Designer and Writer at Crystal Spider Games encapsulates all that is good in life. Having fun at work and telling stories with awesome people.
Read the rest here:
https://medium.com/@kaptainviciorious/thunkgaria-navlog-1-24379a79f83c
RPGs and their Dialogue Systems
Role-playing games (RPGs) are one of the most popular genres in video games, and they often involve complex dialogue systems. In this article, I will examine RPGs, their dialogue systems, and best practices for game development.
Tears of Tetricala #1
Finishing the first Chapter of my passion project Tears of Tetricala was a big deal for me mentally. I had worked on some game projects but this one was all mine. It is set in a world I’ve been building since I was a kid on my uncle’s farm playing make-believe with my cousins. We named our world Benselot and it is filled with magical creatures and wonders.
Subject D@ve
It felt good to finish something, even if it wasn’t polished off or done the way I envisioned it at first. For Newbies Game Jam I found a great team of programmers and artists who were driven to get our game finished.
We made a plan and executed things as best we could in our allotted time, but some things still felt a bit unfinished.