devlog: game design


How does this game came in mind?

There are many games out there which refer to graphical ressources, being designed in additional apps (which also gets affected if their software still being updated/offered in that case, e.g. as keyword about that "flash"-player where many games seem to be broken now, because displaying them requires using that program).

That's approx. how I was planning to possibly start coding, but there's another reason: games start to get removed, even developers coded them in a team, so not just an amateur who published their first version.


Why exactly a textbased version with no sound/audio or a saving-feature?

I prefer to stay authentical, that's why I stick to design my banner and get an exciting title, same for thinking of an interactive storyline and some oneways, while additional features could get unlocked there. No sound because of additional files having to be added, so far it's just a single file with add info in the same place and the benefit of fast loading its preview and in-game options.

So if it includes some shortcuts, they could replace those saving-issues and even the design of no language-screen was added on purpose too: many games do offer different languages while mine should also be slightly more stylish and so far no game seem to just add a 2-language-game with either visuals or hovering method for getting a manual translation.


What part gets designed first: its title, banner-pic, story, hidden features in-game, etc.?

So far I'm starting with some thoughts, some additional ones getting added within scripts by using // icons, or by adding general coments with !--text-- attribute for hiding them and still find them with "ctrl+F", when browsing for them. ID's will get added, HTML-features getting coded and mainly the start will be like in-between, approx. the center of the story while ending and starting sequences getting texted later.

If a title came in mind, it gets mentioned as temporary comment, same for suggestions or inspiring moments for sections that could be visualized or referring to its banner.

The preview-pic will get inspired by parts of its title, while I tend to code as gender-neutral character because if storylines being based on the viewers mind, there should be ways of expressing it in an unique way.


How many sequels being planned for this main-game?

Actually there would be hints about the previous sequels, which refer to either the title, "continuing" some in-game options or just by comparing the first published game with the next version. There's no planned amount just references and even with a storyline how titles get a hint, which spoilers some parts of the game.


Closer info about those titles and gameplay?

It's rather "random" what scene sounds inspiring for added it into my versions. The origin-version was about combining plants/farming with urban-exploring, because some webgames do offer buying crops, harvesting food, different weather-circumstances, etc. because of being a vegetarian, I didn't plan to add fishing as option, same for hunting-parts e.g. in the woods.

Planting and progressing food sounds cool, could be combined as feature and even looking inspired for zero-waste and minimalism. There was also a thought of adding a store, not the stereotypical way like decorating that room or earning coins of customers, days-counter or receiving some tips. Rather more based on restocking groceries, but if farming could be its origin way than just getting those types delivered ...maybe a car-focused game as sequel being a reference of how to get food wrapped in different materials, or virtual votes of which machine should get built, parts being necessary for designing it, etc.

While the feature of adding a confirm-box sound interesting, still the hovering-part for translation is still under progress. First there was the "style"-tag within font-attributes. Next the "script"-line got coded next (or to be more exact: underneath) to the affecting text, which could use "dom"-tags and commands which refer to its "title", just "abbr" will be used as placeholder, similar to bold or italic for sorting chapters to fade them in/out when switching to its planned shortcut method.

When opacity and blur-filter were noticed, hovering slightly changed its possibility of text appearing especially when getting combined with a setTimeout-feature. Still effects seem to vary anyway, based on the used device's system, browser or also the options of brightness for colours set on that device there.


Inspiration of daily-life?

Sure, also the fact of wearing masks or alternate ways of travelling sounds interesting too. The coding-parts could refer to minimalism in file-size and that it's textbased, while the visuals and story could be rather be about vegetarian stuff and interaction with people, surroundings and environment. How to reduce waste or thinking "outside of the box" could be ways of communicating, sending messages to player's minds of freeing thoughts that could sound caged into clichees or mass-opinions.


Will your games being offered for free / with no downloads just as webgame?

That's what I'm heading to, because if coding being fun and shaping words into story that could affect the game, include possible timeloops or stuff that I like in movies/series, why just offering those games for payed amounts only? It's the method of sharing than getting rewarded for publishing it, if players getting to optional endings or planning lets-plays would be awesome, to notice their way of thinking or where they're trying to progress, their thoughts when getting stuck and which parts sounds rather hard to figure out a way of clicking or interacting with those text there. Also which colours suits best and if they like the dark background with light font (which is mainly the opposite one compared to text in general), still the sequel being planned for 28th february 2021 in european timezone.

The banner being designed recently, a title got fixed previoulsy & the in-game lines being planned because of the way of using rather confirm-boxes or just clickable decisions, also if hinting where to click, could be rather too easy or just what the crowd could expect somehow?

So yes, they will be for free & being planned to get more comparison in reference of displayed text when using different devices. Even with virtual-reality and on phones, there seem to be quite interesting options in case those lines could be clicked without a touchscreen or maybe as 3dimensional colours hovering within a space or reaching spots to interact with unlockable parts.

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