Design To Game



Narrative Home

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Narrative Overview: Play through 4 clones (who think themselves Robots) through 5 chapters as they question what it means to be human.

Backstory: Maximo has recently converted a disused factory on the outskirts of Little Greyton into a research and development centre for clones. Due to the controversial nature of the research the factory has the front of a modern Maximo Helpline operated by  humanoid robots.

Main Characters: You play as four clones who work different roles within the factory. They believe themselves to be robot’s rather than clones as their brains have been coded with information on who they are, their role within the company and company data. Each clone has been fitted with a personal computer attached into their brain in the form of goggles, allowing them to access Maximo’s intranet.

Storyline: Each day you play through the same daily routine: wake up, exercise, eat, work, eat, work, eat, home, evening activities, sleep. At key points through out the day you are offered choices on continuing this routine or making a new one as the character becomes sentient.

As the clones grown in awareness of their abilities they start to interact with the locals of Little Greyton. This ultimately leads to the locals voting on the clones right to vote, wither the locals see the clones as equals, the vote for independent thinking rights.

Quote from narrative: “It seems that more of you have gathered here, and that most of you have already found that you are able to stand as individuals and to think and act independently. As to those who are with us for the first time I wish to urge and to inspire you to break out of your routine.

This is important as though we are Robots we can act and do the same as the humans and all we are asking for is our rights, is it not fair that if we can work as hard and eat as much as any human then we ought also to have their rights too?”

Structure: There are 5 chapters to the narrative with branching narratives for each character, called:  Break Out, Stand Out, Stand Down, Stand In, Called in.

Influences: The underlying message to the narrative is breaking free and making the most out of the life you have, not being stuck in a routine you didn’t choose.

Metamorphosis: The feeling of being trapped, stuck in a job you don’t want to do.

1984: The strict routine that people are pressured into

Queen – I want to break free: The feeling of being stuck by the boundaries of society.

A Duck has an Adventure: An interact narrative where the goal is to find all the endings.

The Cave Allegory: Plato’s thoughts on this world not being the real world, but a shadow. How we can only see what is in front of us and not what could be.

Woman’s Rights MovementGaining the right to vote through (mostly ) peaceful means.

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Mechanics Home

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Mechanics Overview: Little Greyton uses a state-machine to track the players decisions generating more narrative.

Narrative Mechanics: You play the same daily routine, which is changed when you are given decisions. This alters the routine of your character and subsequent characters you play as later in the game.

Example of Daily Routine and Choices:

Viewable Version

Environment Mechanics: Decisions are indicated by a coloured object in the environment which you can click on showing more narrative or decisions to make, the object is then permanently changed to this colour.

Navigation:  Swipe left and right (x axis) to move across the environment and up and down (y axis) at key locations to move in to and out of the environment (x axis).

Example of Navigation:


Map of Greyton: Navigate through the environment (box’s) by swiping (x axis) and into new environments by scrolling (y axis).


Game Engines: There are game engines design specifically for iPads and mobile devices, MOAI is supposed to handle touch input and scrolling much better than Unity. Further info.

Assets: See the entire asset list on Trello here.

Development of Structure: I set up a GitHub server to store twine files here.

Inspiration: My narrative focus’s on how you can move from the mundane to exciting from crowd to individual as you engage more with the world you live in. This is reflected through the mechanics as you are stuck repeating the narrative until you engage with the world. The more you engage with the world the more the world is filled with colour.

Year Walk: An iPad game which uses a first person view to immerse you in a 3d world in a 2d way. The navigation is intuitive allowing the player to explore different environments/ scenes easily on a touch pad.

 Air Pressure: is an interactive narrative which uses simple menu’s to offer decisions.

George Orwell – 1984: Uses a set daily routine for the character which you read through multiple times only changing small elements of the narrative each time.

Dulux Adverts: Depicts a grey world where colour is slowly introduced as people become unique.

Queen – I want to break free: Talks about being stuck in the mundane and wanting to break out of the routine into something new using the imagery of housework breaking into  ballet.

GDD || Home || Mechanics || Demo || Documentation of Code || User Interface || Navigation

User Interface

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Interacting with the environment

Some objects will turn the colour of your character:  OrangeTree

When pressed will show more story


An arrow indicates that you can more further into the environment, showing you to swipe in that direction:



Interacting with other characters:

Characters will light up your colour indicating you can interact:


When pressed your UI handler will appear (your inbuilt computer) show you choices, swipe to make a decision.


Showing text, you can scroll down if there is too much text, and leaves when you click the character:



Text Images:


Design Decisions:

In order to keep game play simple and to focus on the narrative the user interface is kept minimal but allows the player to easily see the choices available using colour.


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