This is a compilation of narrative resources that popped up on my facebook feed recently.
Defining Dialogue Systems by Brent Ellison
Branching Conversation Systems and the Working Writer by Alexander Freed
A Practical Guide to Game Writing by Darby McDevitt
Video Game Storytelling by Evan Skolnick
Writers: Stop Obsessing Over Three-Act Structure by Sande Chen
Narrative Designers Discuss Benefits of Ditching the Three Act Structure by Alexa Ray Corriea
What is a Narrative Designer? by Stephen E. Dinehart
Inform 7 – free engine for text adventures with a nearly plain English scripting language.
Adventure Game Studio – free engine for graphical adventure games.
Twine – open source tool for interactive nonlinear stories.
Ren’py – free engine for visual novels. Near English scripting language. Programmers can extend it with python 2.
TyranoBuilder for visual novels and practicing working with dialogue systems:
I’ve been working on a few examples for Game Analytics in Unreal4. These scripts pull data based off of specific events and writes them to a log file in your project folder
The first thing you need to do is to startup your data analytics plugin for UE4 which is off by default.
There are a variety of data packages that you can hook Unreal into, which is really valuable, but for now I’d like to read my data out to a local file. To do this, navigate to your local folder “C:\Users\UserName\Documents\Unreal Projects\ProjectName\Config” and find the file DefaultEngine.ini
Open this file in a text editor and add the following text exactly as shown below
Save the file and restart Unreal4.
There are three steps the analytics package needs to perform to operate successfully
- Starting up a session
- Recording your data
- Saving your file (ending your session)
Starting your session
To start your session, open up your level blueprint and add a Start Session from your newly available analytics package dropdown. If you can’t find it, make sure you’ve enabled your plugin. I’ve setup our script to start the session when the game begins, then display a message indicating the state change.
The second script in this picture is our End Session behavior. Whenever I’ve decided to stop recording data (typically when a user exits the game, but in this case, whenever I press Enter). I usually set up these two scripts first and leave them.
The Third script shows us our initial data collection tool Record Event with Attribute. This is currently tied to the T button, but you can use any method here to collect a single record.
you may notice there is also a record event with multiple attributes. As your data harvesting gets more complex, for instance recording the player death, position, enemy that killed them, and the enemy position, you’ll need to make more complex entries. In this case, I read in the NAME of the object being destroyed and the POSITION of the same object. It records like this
And that’s it!
The toys are getting rowdy! In MechaTeam, a cooperative multiplayer action game, you use your phone to look around and destroy every enemy you see. By pressing buttons simultaneously, players can swap weapons and make the mech turn. Though it can be played standing up, this game is most fun experienced in a spinning chair.
Now released, ZombiJam: the audio puzzle game from Team Fataccuppi. Thomas Lee, Tim Poulin, Sebastian Zak, and Daniel Lee have worked for the last ten weeks putting their first small-scale game project together and the results are much to be proud of. Using a mysterious mp3 player, the iJam, players must manipulate zombies in a Pied-Piper style game to solve puzzles.
As the story goes…
You have been drugged and taken away to an unknown area. The government is using you as a test subject to see how music manipulates zombies and if it can work in case of a future apocalypse. The only thing around are walls, lights, and zombies. The only way to escape is to get through the trials. Good luck Alex.