Space Goblin Diaries

FoolishEarthCreatures

In the echoing passages of my dreadnought you will hear the robot before you see it—a metallic clattering sound that must seem to come from all around you...
But that sound cannot prepare you for the sight of the robot when it appears at your feet! A mass of razor-sharp blades and glowing red optical sensors faces you, behind which stretches a long, flexible body that clings to the wall with dozens of twitching legs. It regards you with a cold intelligence, its adaptive programming prepared to react to anything you might do.
That mass of chittering blades will be the last thing you see, Commander Vortex! The hunter-killer robot coils its body and prepares to lunge... Happy midwinter celebrations, Earth creatures!

I took a break from working on the game for a couple of weeks over Christmas, but earlier in the month I did some work on a chapter in which the hero braves the air ducts of Vorak's space dreadnought and must face a hunter-killer robot and a whirling fan of death.

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Vorak looking evil Behold the face of Vorak!

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You may have bested my other pilots, Quantum, but Captain Kraid will not be so easy. I personally genetically engineered and cybernetically augmented them to be the perfect space pilot. They are one with their vehicle and at home in space in a way that no one born on a planet's surface could possibly be. This month I've finished rewriting the “Space Interceptors” chapter based on the design guidelines I talked about in last month's dev diary. There's still editing to do, but overall I think it's in pretty much the state that'll make it into the final game.

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I've spent most of this month rewriting the Space Interceptors chapter based on design changes I decided to make after the playtest feedback. At the same time I've been writing up design guidelines for myself so I can consistently apply these design principles: things like the kinds of decisions the game lets you make and the kinds out outcomes they will have.

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You can have no secrets from me, Captain Jet Steele. My brain-wave analysis computer is monitoring your decisions and creating create a complete model of your personality!

Thank you to everyone who playtested my first version and sent me feedback. This month I've taken a step back from the project to take in that feedback and generally to assess how it's going.

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Attention, Earth creatures! I, Vorak the Master Brain, require experimental test subjects—I mean, playtesters—to refine my master plan for the conquest of Earth.

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Curse you, Jet Steele! You have foiled my invasion... But my dreadnought is still in orbit, and I have another plan--one that will make you wish you had surrendered to my cyber-legion when you had the chance!

Attention, blog readers! The first phase of my master plan is almost complete!

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Two fireballs streak out of of Earth's sky above a remote, rocky desert. Your interceptor and my command ship, both critically damaged from the battle in orbit, now being seared by the heat of atmospheric entry...

Just a quick dev blog this month to say that I'm making progress on the game.

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Well then, Jet Steele and Ruby Nova, let us see if Earth's best pilots can survive an encounter with my dreadnought's space defences...

Foolish Earth Creatures is a duel between the hero and the villain, but they aren't the only people in the story. As I've been filling in my placeholder structure with first draft text this month I've been fleshing out some secondary characters.

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How small your tanks and guns look next to my command ship...

As you probably know if you follow my dev diaries, I write my games in Twine, which is a system for making choice-based stories that run in a web browser. Twine has a visual editor where the story is represented with boxes linked by arrows.

But actually, I haven't used the Twine program itself for years. For all my games since They Will Not Return—including Beyond the Chiron Gate—I've used Tweego.

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