Chronicler

@chroniclersoftware.com

Epic stories, together. We're a #gamedev studio in the greater Seattle area, working on our first unannounced title. Snag our Discord or newsletter: https://beacons.ai/chroniclergames

My team at work came up with like a millennia of lore and backstory to drive the art in-game today, it's so freaking cool to see it brought to life in a comic. Also I think the idea of using the comic to drive growth of the community Discord is pretty cool. My friend Jen thought of that!

Chronicler@chroniclersoftware.com · 6mo ago

Page 4 (pt. 1) reveals the Lanu High Command, and their desperate strategy to save the galaxy from an existential threat...

Inside the Lanu Command ship: A man in patterned warrior regalia with a strong beard points towards a hologram of a decorated sphere. "Strike leader, focus all squadrons on that bot canon!" "We’re trying Captain! We can’t break through the swarm!" A voice, superimposed, < All things are of our design. >

This is so on point! We invested a ton in our mission builder for exactly this reason. You can write and ship a new mission with minimal, Age of Empires-like scripting and config, plus tagging. Minutes, not weeks. The biggest barrier now is coming up with something worth the player's time.

Rick Lane@ricklane.bsky.social · 6mo ago

Cara also made a Very Good Point about how poorly served writers and narrative designers are by videogame design tools.

A screenshot of text cropped from a PC Gamer webpage that reads as follows: 

I write all of my videogame scripts in Scrivener, unless there's an actual tool, which is rare. I wrote all of Void Bastards in Scrivener. I wrote all of Ghost Town in Scrivener. A lot of it is just because it can organise text in a really useful way. It also has screenwriting format, which is easy for actors to read from.

It's mainly because, unfortunately, game engines like Unreal have literally no narrative tools. I think the great shame of videogame engines is that they do not ship with any form of narrative tool. It's a disgrace. Even if you are a sound designer, you can work within Unreal's very basic sound design tools to put sounds in, and most people have a desire to work in Wwise because it's a standardised tool. There is no standardised tool for a narrative designer or a writer in videogames.

Today my nephew asked about a game he saw in my library. Skyrim. Hearing the music boot up again I could almost smell the XBox 360 booting up, the tv glowing in the dark, and feel the hours spent wandering. Yes young dragonborn, I know something about that #gamer #gamedev