Turncoat Chronicle is now in open beta!
After nearly five years, my fantasy intrigue text game Turncoat Chronicle is now officially in open beta, undergoing the last round of testing and editing before being submitted for publication.
Writing the game has been a long process, from its conception as a villain-centered story in April of 2018, to the first round of feedback for chapter 1 in June of the same year, through several rewrites and round after round of private testing. As I put the final touches on the game’s epilogue, I had to revisit old code, written years ago and left untouched since then. I received valuable feedback that allowed me to improve areas of difficulty that I hadn’t anticipated but also reassured some of my other concerns.
At this stage of writing, I’m incredibly proud of the game that I’ve created. I’m happy to share it with my readers during this beta period, and I hope they can love this little story as much as I have done, for the past five years.
Version 0.11.1 of Turncoat Chronicle can be played here, or through the official development thread, where feedback can also be left.
New Game: The Flower of Fairmont
I’m very excited to publicly announce The Flower of Fairmont, my newest game project. Fairmont is an epistolary, interactive text game written in ChoiceScript.
Taking place in the fictional mountain town of Fairmont, and with an atmosphere inspired by 19th century England, the game’s plot unfolds through the protagonist’s letters to her father and various other correspondents. By documenting her adventures, either through letters or in her private journal, the protagonist can investigate the town’s mysteries, nurse relationships both platonic and romantic, and plan for her future ambitions. Fairmont’s mysteries unfold gradually throughout the story, some more personal than others.
The Flower of Fairmont is a work-in-progress. You can play the demo chapters here, or read more about the game’s world and characters on the official forum thread.
On Writing and Quarantine
It’s been some time since I wrote an update. A lot has changed in the world, and that has naturally affected my work, as well. After a difficult winter, during which I was sick more often than seems entirely necessary, March brought the Covid-19 crisis to my doorstep. Since March 13th my part of the world has been under the onus of social distancing, which has gradually affected more and more parts of my life. Although it may superficially seem that my normal routine is not much different than what I’m doing now, the constant barrage of news and the worry for myself and those around me take an emotional toll, which can make productivity quite difficult.
Intrigues and Influences
Since last May I’ve been working intensively on a new interactive fiction written in ChoiceScript language, titled Turncoat Chronicle. My previous attempt at writing a ChoiceScript game did not go well, but with a year’s worth of writing experience I decided to revisit the draft of the old game and re-spin it into a new story, told from a different point of view. Restructuring the narrative gave it a new lease of life, and my strict adherence to limiting the scope of the story means I have great hopes of completing it in a reasonable time frame.
Like the game it spun out of, and like several of my other writing projects in progress, Turncoat Chronicle occupies a complicated fantasy world, alien to our own, but without magic and religiously agnostic. Its setting, the kingdom of Koth, is known within its own world as a militant and battle-ready nation. Despite this, combat does not form the bulk of the story’s plot, nor the game mechanics. It lives in an uncomfortable subgenre, where talking typically solves more problems than stabbing: political fantasy.
Girlfriend Material Demo Out Now!
The first Girlfriend Material demo is now out on itch.io. The demo introduces our protagonist, Lavinia von Adeline, and her ambition to design and build a robotic girlfriend AI for herself. Other characters appearing in the demo include: Jenny Jones, Lavinia’s mythological ex-girlfriend; Professor Eugenia, her mother; Ms. Margaret, her gossipy yet well-meaning neighbor; and Kasper, the helpful clerk at the hardware store.
Girlfriend Material is a hybrid visual novel dating game where you the player get to build a robot girlfriend and determine her personality from three predefined archetypes. The game is written in the Ren’py engine. Our team includes myself as writer and programmer, TellerFarsight as co-writer, and blankd as character artist. We hope to release the full free-to-play game in early November 2017.
Yuri Game Jam 2017
It’s Yuri Game Jam season! A season to be especially queer in.
I know I mentioned before that I adore game jams. Deadlines tend to bring out my best work and I love the opportunity to potentially work with new people, not to mention I will jump at any opportunity to stretch my creative muscles. Yuri Jam is dedicated to stories centering queer female characters, which is familiar territory for me. The project I elected to develop, though, is something of a romantic comedy, which dips just slightly into camp territory.
Our protagonist is a self-styled mad scientist, a brilliant scientist who abandoned the world of academic research to recklessly pursue her own projects with no oversight. While she makes her living from the patents she takes out on her gadgeteering, she now faces her most ambitious invention yet. After years of romantic strikeouts, a phone-call from a concerned ex-girlfriend prompts her to take an entirely new approach to matters romantic, and she decides to build herself a robot girlfriend.
Yuri Game Jam is a two-month jam which takes place over the course of September-October 2017. I hope to complete the game, with three full romance routes, by the end of the jam. Accounting for last-minute complications, the estimated date of release is early-to-mid November. I will be posting progress updates on the Zinc Alloy Tumblr blog, and updating more regularly on the ZA Discord channel.
Crossposted to Dreamwidth.
Little Alchemy is a little bit of a problem…
It feels odd to get started on a game, at least two years after it was first published. Still, it’s not as though Little Alchemy is ancient enough to feel outdated or irrelevant, and I can gladly report that it’s every bit as enjoyable and engaging in 2017 as it probably was when it was first released. The only downside is knowing that it’s unlikely to receive any more updates. Once you’ve exhausted the 500+ existing alchemical elements and their combinations, that’s it. And given the habitual nature of the game, you might find yourself marathon playing it for hours at a time, and end up running out of game within a day or two.
Little Alchemy is a lightweight and fun alchemy simulator. Beginning with the four classical elements, it allows you to combine two elements to create a third, sometimes with additional byproducts. Simple as that. To my great delight, it can be played out of any browser through either the official site or indie game outfit itch.io, and also has a mobile version. After messing around with the browser game for entirely too long, I downloaded the Android app and lost several hours of potential sleep to it.
Revisiting the Dark Parables Series
I’ve written before about the Dark Parables series of hidden object games. They’re great games and I revisit them pretty regularly, especially since I started them out by buying the standard editions and was quickly converted to the more expensive collector’s editions, which contain an impressive amount of additional content. I still haven’t completed my collection, which means I haven’t played all of the bonus games. Since my PC crashed and burned in March and I’m operating on a new laptop, I decided it was time to get back to the games again. New installments of Dark Parables come out reliably once or twice a year, and there had been two new games released since I’d last checked.
Escape to Princess Now on Itch
I love portal fantasies. It’s a wonderfully flexible subgenre that seems to be experiencing a well-deserved revival of interest lately. Some of the best classic children’s books are portal tales, pure escapism at its finest. Rereading them as an adult will have an added subtext, intended or otherwise. The Alice books are particularly noteworthy in this respect.
Portal stories written directly with an adult readership in mind are usually more cynical, or at least, they aim to be more cynical. Whether they succeed is a matter of opinion.
Escape to Princess is a portal fantasy. It’s my story of an adult fantasy, not adult as in “having sex in it” but as in “written to appeal to grown-ups”, and also in the sense of “contains many swear words”. Modern life is full of strains and hardships, and E2P is my small escape, as the title plainly says. It represents a promise that magic and mystery can be a part of your grown-up life if you choose them. While it pokes fun at a few common genre conventions, it’s done affectionately, born of the idea that fantasy can be a necessary component of adulthood.
At the bottom line, E2P is a very simple light-hearted tale. You can play it through in just a few minutes and discover one of four possible endings, all base on your escapist fantasy of choice. Find the edited and updated version of this game on Philome.la where it previously appeared, and on Itch.io.
National Novel… Again
One of the best things I’ve done as a novice game dev is get involved in game jams. Itch.io’s Finally Finish Something Jam motivated me to finish the alpha of my largest Twine project to date, Wreath of Roses, and submit it for feedback. After that was done I took a short break to focus on short stories, and just as I was wondering what my next project should be, I remembered that March is NaNoRenO.
I’ve blogged about NaNoWriMo before. It’s a month-long challenge to complete a novel draft, which has been running for years and engaged thousands of writers. NaNoRenO takes its inspiration from there, but is a rather more modest affair. The challenge is to create a visual novel or story-driven game, in one month. While some people can work alone to create all the writing, code and art for their game, most people prefer to work in teams and focus on their strengths.