With the Pateron page, you can get free access to all new games and receive postcards, posters, and t-shirts for each game as they are released. There’s also a monthly digital wallpaper and access to a patron only blog where I post more frequently; posting design insights, screenshots and quotes related to the current game I’m making at any given time.
In the press kit I also wrote up a fun little question section for The Word Is Not The Thing which I’ll post on here.
A quick update for The Word Is Not The Thing. I’ve completed the home and train areas and am moving toward building out the first trailer. Things are moving along well.
Some design notes include trying to understand what happens when I play through just the first area. It’s quite an interesting thing indeed. I think as long as you go in with the understanding that we are not rejecting the word, but seeing its effect, we can directly experience the feeling that remains when we remove the word. And if we do indeed keep observing, that feeling gets dealt with. I’ve spent a little bit of time trying to understand that myself. Intelligence sees, and in seeing the word’s effect we are left with the feeling. What happens if we don’t escape from the feeling with another word is up to you to find out. I think this excerpt from a J. Krishnamurti book sort of relates: “Intelligence sees the falseness of what is going on. When thought is free of this falseness it is different. Then it begins to be a parallel to intelligence.”
At any rate, I’ve also noted that each player will have a different response to any given word. So, in essence, somewhere along playing the game, there will be a word that a player has a stronger emotional connection to than others. The words and narrative are designed to build up from environmental words to the stronger emotional words we might just not feel comfortable with.
Started my latest game a few weeks ago. After thinking about its design for a little bit, I came up with a 3 day structure with interconnected characters and story that develop over those days. With five locations: Home. Commute. Office. Nature. Self. The self being the character’s own head, where the player chooses to go inside and ultimately finds their way through sort of a ‘mind maze,’ going up against the core fear.
Initially, I worked on some art assets and brought them into Unity, but ended up coding the player, dialogues, interactions, controls, camera, and particle effects right away. I’m using SVG Importer and TextMesh Pro for the vector graphics and fonts, as well as texture atlases on the particle effects to make each word destruction unique. Also, Anime Studio Pro now has a SVG exporter that works nicely with what I use SVG Importer for.
Further design notes include some of the little things. From the start, I wanted a simple and minimalistic approach to the graphics and I try to maintain that. I do provide a little bit of tutorial text in two parts of the game, unfortunately, but I think it helps. At the start of the game, we’re using mostly environmental words, seeing if they get in the way and as the story/game progresses, the emotional words start to come in. The game’s use of words, without faces, sort of explores the emotional effect words themselves have on us and if they get in the way of truly listening/seeing things for what they are. I think that’s interesting.
After playing with the simple mechanic a little bit, I can’t help but see things clearly. I hope that whoever plays just goes into it without reacting, defending or accusing, but that’s up to them. Also, there is also the fact that the the symbol/image is not the thing as well, but for the sake of this game, we’re using the word to go into this.
Up next, world building and fleshing out a trailer.