Celebrate narrative games w/ our first-ever CHOICES MATTER FEST on Steam! AUGUST 10 - 17th: It’s stacked with... 🪧40+ Demos 🪧Behind-the-scenes content 🪧Interviews 🪧A Choose-Your-Own-Adventure-type quiz 🪧Exclusive announcements 🪧TWO WORLD PREMIERES (not ours) 🪧…and discounts on 90 featured games!
tarinoi
@tarinoi.bsky.social
We're building Tarinoi, the integrated platform for narrative design and production support. 🔹 Designed and built by @sirin.bsky.social and @petteri-sulonen.bsky.social 🔸 Explore, check out our devblog and get the latest news at https://tarinoi.com 🇫🇮 / 🇬🇧
Game projects often share some DNA, and if they’re sequels, DLCs, or the same game system, they might have a lot in common. With Tarinoi, you can select the shared parts to create project templates so you don’t have to start from zero every time. #gamewriting #narrativedesign #gamedev #indiedev
Creating this platform from scratch means we put a lot of energy and thought into the core architectural design. We could draw from our experience, revisit scenarios and edge cases, and tailor it to support the new vision -and in a collaborative app like this, sync is a fascinating problem to solve.
Although Tarinoi is a webapp built for real-time collaboration, we decided to make it offline-first from the start. It wasn't trivial but it is so very much worth it. I wrote up a devblog about it. tarinoi-works.com/blog/offline...
Although Tarinoi is a webapp built for real-time collaboration, we decided to make it offline-first from the start. It wasn't trivial but it is so very much worth it. I wrote up a devblog about it. tarinoi-works.com/blog/offline...
Offline First Isn't Online Second
Tarinoi has an offline-first architecture. While being able to work offline is nice, its main benefits are in the way it improves your experience online. Here we delve into the what, why and how of it...
tarinoi-works.com
We've started to use Tarinoi to design Tarinoi, instead of Miro. It's pretty handy. For example, here's a helicopter view of our top-level UI components and how they relate to each other. We're using it to figure out a better way to navigate around the app. #narrativedesign #softwaredevelopment
Colour isn't just decoration - it's how we communicate with our users. Here's a look at our use of colour in Tarinoi, as part of a carefully considered user experience that encourages exploration, highlights reliability and guides you through the journey. tarinoi-works.com/blog/how-we-...
How We Use Colour in Tarinoi
More than branding, and never just decoration - colour is a key part of guiding users through a new interface. When so many apps compete to look the same, here's why we believe colour choices should b...
tarinoi-works.com
Every tool has its limits. We want to push Tarinoi's out far enough that you never have to think about them. It should never be the bottleneck. Here's how we got our boards to stay fluid with 10,000 cards – more than we'd expect to see in any real project. #gamedev tarinoi-works.com/blog/ten-tho...
Ten Thousand Cards
Big games have big dialogues. We've set our goal to 10,000 cards per board after which performance degrades gracefully. Here's how we got it to soldier on a long way past that.
tarinoi-works.com
Tarinoi is not only designed to support you when you refactor, we're also there to help you update references and connect alternatives 🔧 Worried you missed something - or want to tackle things manually? Run the Healthcheck to flag and correct mismatches and maintain project coherence.
I know our “industry” is on fire right now, and it feels odd to share positive news. But talented folks like Mike keep creating singular experiences like Vampirium: 1997 - and the only way out of this mess, really, is to continue creating.
Proud to announce the next game Vampirium: 1997 Dracula is king of the United British Empire. Kill his enemies and find your own path through a minimalist immersive sim sandbox. Wishlists and retweets massively appreciated (and, you know, massively helpful) store.steampowered.com/app/4035190/...
Yeah ok, I’m doing this. Here is some advice for aspiring game writers. Do not come into games wanting to be a game writer with the attitude that all you are going to write are the cinematics. Fact: a game’s story is not about the cinematics. 🧵
A good game writer works cross-discipline to bring an interactive story to life to offer the player an experience. And cinematics are just ONE SMALL PART OF THAT. Ambient conversations, one-liners for banter, barks for combat, weapons descriptions, codex entries, emails, etc.
We're big fans of the General Data Protection Regulation. No, seriously. We are. It protects some really important rights, and we engineered compliance with it deep into Tarinoi. If you're curious, here's a devblog on some of the ways we approached it. #gamedev tarinoi-works.com/blog/built-i...
Compliance Built In
We claim on our front page that data isolation and regulatory compliance in Tarinoi are architectural, not an afterthought. Here we elaborate on what that actually means.
tarinoi-works.com
Lot of talk these days about shipping early, scrappy and half-baked. That's not really our style. Here's how we're building for performance, resilience and scale. #webdev #gamedev tarinoi-works.com/blog/under-p...
Under Pressure
How we used the Grafana stack for stress testing and observability to make sure Tarinoi can handle the concurrent users it needs to, and that it will stay running even when overloaded.
tarinoi-works.com
Lot of talk these days about shipping early, scrappy and half-baked. That's not really our style. Here's how we're building for performance, resilience and scale. #webdev #gamedev tarinoi-works.com/blog/under-p...
Under Pressure
How we used the Grafana stack for stress testing and observability to make sure Tarinoi can handle the concurrent users it needs to, and that it will stay running even when overloaded.
tarinoi-works.com
We're working on the plugins that get your content into the game - traverse dialogues, evaluate conditions and trigger logic, bound to in-engine implementations. You can use them as-is, or modify and build on them - we'll be releasing these under a permissive open-source licence. #narrativedesign
+1 to everything Zoe's saying here. Single source of truth and easy editing for non-technical people are the two great cornerstones of a good tool, in my experience. And the two hardest to find.
We know that a lot of our users like to keep their hands on the keyboard while writing. We've been working on a keyboard UI that lets them do just that - navigate the flow, create cards, drill down to write and jump back out. #narrativedesign #gamedev
Back from Nordic Game, where we met teams from around Europe with all kinds of great new games. We also got to chat with other parts of the industry - business advice from fellow founders, tips from investors, and chats with developer schools. Now, back to honing a couple of cool new features!
Had some great chats with developers at Digital Dragons in Kraków! It was interesting that across different genres -adventure, puzzle, even multiplayer -they had lots to say about their stories and the creative ambition of their narrative designers. Meaningful stories aren't just for RPGs! #gamedev
This week we've been polishing up our Playback mode - fire up your dialogue branch right in the graph, toggle conditions, switch outcomes, and feel the pace in real-time! #narrativedesign #gamedev
Tarinoi will be at Digital Dragons in Kraków! Keen to check out the talks, the showcases, and generally chatting all things narrative ✨ #DigitalDragons #gamedev
When we're asked why we do what we do, one answer is 'because spreadsheet' We respect the spreadsheet - it works! It has for many years! Maybe it's the only thing you have access to! - but our goal is to make something with all of that trust and flexibility, yet more user, team and studio friendly.
behind every game lay a confusing spreadsheet.. here's one part of ours
We're building Tarinoi - an integrated narrative design and production toolkit for game studios of all sizes - intended for anybody making a game where the words matter. Take a look at tarinoi-works.com - if you're a studio or narrative designer interested in helping us develop it, drop us a line!