Motivation within the Blah Blah group continues at a steady pace! I’ve invested my fiction prompt time and wrote 2 of 12+ short stories for a plot where a keyboard tutor navigates the horror game’s Story Mode. I’m proud of the results! We’ve refined the narrative scope for what’s realistic to implement in-game. The game team actively integrated suggestions we received from playtesters and found others to join the group in various capacities, including… well, see below!
Konceptualizing Story Mode
This is how the first 2 stories fit in with the overall story mode: (Highlight to reveal spoilers: Like this!) The first story acts as a plot introduction and might even be useful as a title screen and opening credits scroll. The second story, and subsequent “choose your own adventure paths,” will primarily focus on the actual tutorial level(s), with predefined story branches to practice gameplay and gain more attachment to the game through character development.
Kurating Narrative Scope
We aren’t limited in what we can do with the game. We can add new characters, levels, and stuff. We added a cool suburban level, as pictured above, since last week’s update. It’s just the structure is mostly complete and we’re just adding detail work. It’s not like Blah Blah is a brand new property where we could make significant core changes to the narrative while it’s still in the nebulous phases. So: narrative mindfulness.
Kollaborations With Kontributors
We have some more folks in the group! I won’t state the specifics until things get rolling, however, here are some broad strokes: we’ll be setting up a private project management board to discuss all facets of the game. I plan to use that space extensively for my writing: throwing ideas to the team, seeing what floats and what sinks, then adapting so there’s less of a chance of accidentally writing into an echo chamber.
Konsidering Music Design
I’ve heard some awesome rough drafts for music that will be implemented into Blah Blah. I’ll currently listen to an album while playing. If I’m playing in a public space or a library computer, then I’ll play muted. Side note: I was pleasantly surprised to see the game runs, and functions quite well, on a low-end computer. There’s no installation process, so you can play it on any computer; the low-end processing was by design.
Konsidering Design Improvements
It’s been exciting to see this project develop and we’re just getting started! Since I first signed on, and started doing my gametesting and writing, I’ve been noticing plenty of minor and major progressions within the game. I’m personally all about improvement. Related aside: This is my 200th written document I’ve uploaded to Better Zombie. If you would have told me at the start or the 100th upload where I’m at today, I’d be stoked!
Final Unrelated Thoughts
I did editing to reflect the changes that happened to me years later. This was written sometime around August 2017.
Implement/Titillate Your Goals