Music! (and other updates)

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I haven’t posted recently (soorrryyyy!):¬†I¬†was¬†either rushed off my feet or hard at work on Spinnortality. Here are some things I’ve done!

  • The game has music now, thanks to the very talented Anthony Kroytor of City Nights Tracks! We’ve decided to go with some eerie, drone-y synth music; different music layers fade in or out depending on what the player is doing. We’ve got a few tracks in-game and it seems to work pretty nicely! After wading through hours of not-quite-right Creative Commons music it’s such a relief to have Anthony on board: each piece he produces brings a different mood or ambience to the game, and they’re all a perfect fit for the kind of mood I want to create.

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Spinnortality updates

Spinnortality is going pretty well! Here’s what I’ve done recently:

  • The research tree is done for now. If I realise there aren’t enough branches later on I’ll add to it, but it’s good enough for the moment.
  • You now receive “decision” emails. Functionally these are just messages with choices at the end: “An opportunity has arisen! Should we take it, or ignore it?” They’re a bit basic right now but I want to make them more complex and allow for more expressive, interesting decision-making down the road.

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Sidequests and other distractions: the erosion of meaning in CRPG quests

[Note: I wrote this a while ago and forgot to publish it. I still think it’s quite interesting, so here we go!]

What is a quest?

A thing to get distracted from.

We’ve all been there, whether the game¬†du jour was a Fallout, an Elder Scroll or an Assassin’s Creed, where icons¬†dot the map like tempting candy – or pepper it¬†like buckshot. Replaying¬†Knights of the Old Republic¬†recently I received an important quest: investigate an ominous grove infested with dark energy, a focus of evil drawing things to the dark side. Surely it should have been my number one priority? But I wasn’t at all surprised that¬†it was¬†literally the last thing I did – after working through everything else on my to-do list.

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Twenty Dollar Gaming – and a thank you!

First up, thank you to everyone who’s played (and especially bought)¬†Masques and Murder!¬†Your support is amazing! Today we passed¬†both the 1000 downloads and 100 purchases milestones.

That won’t sound like much to the Jonathan Blows among you, but this is a¬†huge deal for me: although I’ve been making games for a few years now, none of them have been played by this many people, and none made any money. Since the game is available to download for free I honestly didn’t think anyone would pay; the fact so many have actually¬†parted with money¬†for something I made still boggles my mind. It’s also really helpful right now since funds have been low: now I don’t have to worry about rent! Hooray! Thank you everyone. ūüôā

But wait, there’s more! I’ve also started a new project: a podcast with friend and fellow game-enthusiast Andy Noelker.

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