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Edward is lost.
By: The Narrator
Posted Monday, Jun 8th 2015 @ 13:51

This is Edward.
Edward is lost.
Edward is always lost.
No matter what he does,
or how hard he tries,
he never seems to find his way home.
*If pass by x, then generate script/dialogue [as you wander through various odd landscapes and artifacts]*

First drafts of landscapes he passes through

Once...He thought he saw it:
a glimpse of red hair, carrots, and a windmill.

When he got close, however, things were not as they appeared.And this kept happening.Over. And over.
And over again.

Until one day, he saw a strange tree (which looked suspiciously like a cactus) and knew that finally
- FINALLY- he was almost home.

Unfortunately the many years of loneliness and wandering the countryside had left our dear Edward traumatized.
So instead of going the now- for sure- way home:

Edward went into a cave.

Edward liked his cave.
He liked his cave a lot.

He may never leave.

*If artifacts found in cave, then generate speech [about the niceness of the cave as you explore]*
*After x amount of time, then trigger a little girl's voice/script*

"There's a spider by your ear."
He jumped. There was a spider by his ear,
but that was not why he jumped.

Who said that?

A small child and her mess of red hair, peaked out from behind his cave entrance. She smiled oddly and swung a fishing pole around to him. From it, dangled a single carrot. It swung back and forth, like a pendulum, tempting him forward. Edward liked carrots, but how did she know that?

*Carrot swings across screen. If Player tries to get the carrot, then the carrot disappears. Initiate next scene*

The girl giggles and runs away from the cave, using the carrot as her lure. It was hard to follow her. It was like she was barely there. She seemed at times to be only made of lines. In fact, the whole world outside of his cave had transformed into lines.

*Player follows the girl, as he gets closer to her, she dissolves into line work as does the scene*

He followed her all the way to the familiar tree, which he suddenly remembered wasn't a tree at all.

"Oh! Cactus."

There were giggles from behind the cactus. He noticed the red of her hair, still visible in her lines.

"Yes, it's a cactus, bunny boy."

He wondered again how she knew he liked carrots.
Well you might as well ask it, Edward.

"How do you know I like carrots?"

More giggles. Her giggles were absolutely annoying,
in a cute sort of way.

"Silly rabbit, of course you like carrots."

He was at first, angry.
How dare she insult him?
How dare she enter his cave?
And, of all of his grievances, how dare she lure him out with- of all things- a carrot?
He considered shouting angrily at her, but realized she did not know his trials and her eyes and smile seemed warm...and familiar. He stepped forward to approach her again and felt something wet at his feet.

It was a puddle.

For the first moment in this entire sequence, he paused to (literally) reflect.He'd only seen though his own eyes for so long that certain things had gone unnoticed, which tended to happen without friends to keep him on his toes, even when those toes are connected to paws.

He was, in fact, a bunny.

Now Edward was really confused. Is this what happens when you come out of a cave?
And even more confusing for our dear Edward, was how strangely at ease he was with everything. The thick, inky lines seemed less daunting to approach then reality.Their darkness reminded him of the cave and the time before the cave.

Maybe, Edward could finally go home.

So he did, and the girl followed. First, of course, she let him finally have the carrot.They went into town together and everything seemed the same, except for the lack of reality and lines consuming the landscape of course. His school was where he left it. His house was not far after.But where were the people? Where were his friends? His family?

The place was a clean white,
dirtied slightly by the black
inky lines that defined it.

Had the ink swallowed the people he cared about?

Would it consume them as well?

Final copy of landscape/style:
Edward may be lost, but look at his view.

Scout: New Game Modes!
By: Alex
Posted Monday, Feb 10th 2014 @ 23:58

At residency, I gave a workshop on how clear, meaningful game design philosophies can focus a project and solve problems in the mix. In the workshop, I asked my colleagues and contemporaries to help test a few new game modes for Scout.

When designing Scout, I scrapped a lot of complex systems in favor of clean, simple ones. I wanted to make a game with only the base components. A simple, stable system like Scout has the propensity for greater complexity without compromising balance, because new layers of complexity can be built into its reliable, consistent core mechanics. To test this, I challenged my contemporaries to help create new game modes without introducing any new game components. This is great for you, because you can play the new modes without buying anything new! And, it's great for me because, so can I! Here's what we came up with:

Hard Mode.
Deal 15 cards out of the deck at random. Eliminate these cards from play. Make sure the gumdrop remains in the main deck and shuffle it. Deal the remaining deck into three equal piles, and play. The empty space does not count as a cleared pile.

Legendary Mode.
Deal the entire deck into three equal piles, and play. The empty space does not count as a cleared pile.

Two-Player Mode.
Deal the deck into seven piles. Create a Scout game board with four piles. Create another adjacent game board out of the other three. The two boards will share the central pile.

Choose a player to go first. That player plays as normal until:
a. That player cannot make a legal move, or
b. That player kills a spider

Either resulting game-state passes the turn.

Both players may access the central pile, but otherwise, a player may only scout and clear piles on their side of the game board; with one exception.

The gumdrop, if visible, may be taken into a player's item slot on his or her turn from anywhere, including an opponent's pile or an opponent's item slot.

Have fun.

xoxo (CW) Alex

Release: Galapagos!
By: Alex
Posted Monday, Sep 2nd 2013 @ 22:40

In all the excitement over Scout, I forgot to release Galapagos! Well, never again, I say! Never again. Because the beta is over and Galapagos is now officially released!


I would first like to thank everyone that helped with the beta (This is starting to sound like an awards show, and I'm okay with that). Your feedback was invaluable and I used almost every note I received. Did you know that I sometimes commit typographical errors? It's true!

Well, since this is a release, I suppose I should include some basic information about the game somewhere in this post. Now, let me just ctrl+z...

Galapagos is a resource management game in which players take on the roles of competing species in a rainforest. Each turn, players will harvest genetic material: the currency with which they may buy mutations to change their species or propagate to increase their presence in the ecosystem. Players must balance strategy, tactics, and guile to compete in the pursuit of several unique win conditions; ultimately to ensure the survival of their genetic footprint.

It's hilarious, colorful, mildly informative, and immensely addictive. What more do you need? If you don't want to buy it I understand, though. You're probably just, super into communism or whatever. No, it's cool. No judgement.

Oh, speaking of commies! I'm going to get started on the PDF versions of these within the month so that you can get your print-n-play on. If I forget, just poke me. Unless I'm dead. Don't poke dead people. It's pointless and rude.

xoxo (CW) Alex

Release: Scout
By: Alex
Posted Monday, Aug 26th 2013 @ 22:37

A month ago, I had this idea for a game. In a month's time, I worked diligently on said game. But I did not fret. I did not stress out over deadlines. I did not freak out. Not about the game anyway. Instead, I worked on the game to relieve stress. I rendered to build skill with the pen, and to practice single-tone depth; but mostly because it had a calming effect. In fact, everything about this game has a calming effect. It's a simple, clean, solitaire build. It doesn't have particularly deep strategy or complex interactions. But, sometimes you don't need that. Sometimes, you're on a plane, or at the DMV, and you just want to turn over a few cards and breathe. I don't know exactly what it is, but this game will lower your blood pressure like Cheerios. Oh, I'm going to release it now. Let me just-

Scout: A Little Odyssey

Oh, it's also cheap! I have so much I wanted to drop in this post and there I go talking about process. I'll try to streamline from here out. Unless a tangent surfaces. I'm sometimes self-indulgent on those. And taffy. Good lord. Oh, the post. Let's start with the new cover art:

I simplified it a bit and went with a smaller box. I'm really gung-ho about the DMV thing. In Scout, you take on the role of Andrew: a young ant in search of a new food source for the hive. Find one, and you can expect a hero's welcome and a ticker tape parade. But, should you fail, you will surely disappoint Mother. And that simply won't do.

So there are spiders that you have to kill with needles and scary terrain you have to traverse and also there's some not-so-scary terrain, that you also have to traverse- additionally. Oh, and a gumdrop! I'm usually better at describing things.

So, um, to recap or whatever, Scout is a simple solitaire game with magical calming properties that I can't quite explain. It's not extreme or flavor-blasted, or anything-core. It's not meant to be. Sometimes, you can do more with less.

xoxo (CW) Alex

Cover Art: Scout
By: Alex
Posted Monday, Aug 12th 2013 @ 11:03

So I went a different direction.

I've been engaging in a bit of research on George Maciunas and the Fluxus movement; realizing at every turn that the guy has a lot in common with myself. Here are a few snippets from the wiki:

"Fluxus encouraged a 'do-it-yourself' aesthetic, and valued simplicity over complexity. Like Dada before it, Fluxus included a strong current of anti-commercialism and an anti-art sensibility, disparaging the conventional market-driven art world in favor of an artist-centered creative practice."

"Shared by its sibling art movements Pop Art and minimalism, Fluxus expressed a countercultural sentiment to the value of art and the modes of its experience –distinctly achieved by its commitment to collectivism and to decommodifying and deaestheticizing art."

"By undermining the traditional role of art and artist, its humor is reflective of a goal to bring life back into art..."

"Where many multiple publishers produced signed, numbered objects in limited editions intended for sale at high prices, Maciunas produced open editions at low prices."

"Whilst Maciunas was still alive, no fluxus work was ever signed or numbered, and many weren't even credited to any artist."

So that's cool.

While still determined to experiment in exquisite corpse in the near future, I decided that the art direction for scout should be simple and clean, matching the aesthetic of the gameplay. Simple game, simple art. I wanted to produce it in a style cognisant with the simplicity and elegance of fluxus art. I thought of a poster I had seen in the Oak Room at Goddard. It was a single-color print, using line work to create depth. Yeah, that was the ticket.

The pink was an accident.

xoxo (CW) Alex

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