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Studio: Documentation #5

Writer's picture: Cameron TolentinoCameron Tolentino

Updated: Feb 3, 2021

Project Title: [PYG]MALION*

Short Description: A visually surreal, interactive story that explores modern systems and the dangers of idolization through an abstract murder mystery.

Updated Prototype (No Assets): Here

 

Final semester hype!


While I didn't get the chance to do much over break, I knocked out a ton of work over January. The file itself has gone from 4.5k to a painful 20k word-count, with each play-lasting about 6-8k words. When timed, it's about 12-15 minutes, though I've added a skip intro button for both my and your convenience. I also discovered night mode, which. Is amazing.


The image below shows a more visual comparison of said progress:

Each color represents a different main section; although, red is more of a visual marker for passages and sections that are still works in progress.


Basically, what all this new content translates to is:

2AM / Introduction (Complete)

  • Player can set title and gender

  • Player can set gender of Partner character

  • 3-4 Interactive hooks here

3AM / Bulk (70%)

  • Player can now explore the mansion

  • Player can now interview the suspects

  • Player can engage companion for location-based text

  • Introduction of passage-visit mechanics

  • Preparation for Interactive Map (image-mapping)

  • 10-12 interactive hooks here

4AM / Conclusion (20%)

  • Initial "endings" are written

  • Beginning of true end has been written

Below is the functioning code for the dynamic "map" system, and an image of the "completed" user interface (iconography / visuals aside).


<<set $rooms to {
	0: {
		name: "The Grounds",
		code: "mansion_grounds",
	},
	1: {
		name: "The Stables",
		code: "mansion_stables",
	},
	2: {
		name: "The Foyer",
		code: "mansion_foyer",
	},
	3: {
		name: "The Triclinium",
		code: "mansion_triclinium",
	},
	4: {
		name: "The Stateroom",
		code: "mansion_stateroom",
	},
	5: {
		name: "The Conservatory",
		code: "mansion_conservatory",
	},
	6: {
		name: "The Study",
		code: "mansion_study",
	},
	7: {
		name: "The Terrace",
		code: "mansion_terrace",
	}
}>>

<<for _i to 0; _i lt 8; _i++>>
	<<nobr>><<set _link to $rooms[_i]["name"]>>
	<<set _dest to $rooms[_i]["code"]>>
	<<capture _link;_dest>>
		<<link _link _dest>><<set $inmenu = false>><<set $dest=_dest>><<set $exploretimer += 1>><</link>>
	<</capture _link>>
	<</nobr>>
<</for>>

An example of the completed interface, visuals aside


For the future, my goal is to complete the game itself by mid-February, and then work on remaining assets, polishing, and testing. The tasks essentially boil down to:

  • Creating/Figuring Out a time system based on exploration

  • Triggering conclusion/progress through said system

  • Finishing & fleshing out current WIP sections

  • Finishing writing & coding 3AM, 4AM sections

  • Experimenting with Pixsy to turn my art/photos into pixel art

The final revision will be submitted to the upcoming online festival that is Spring Thing 2021.

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