Design To Game




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


To understand the way the narrative is told I ran a couple of test pieces, where I wrote out the structure.  Below is the  template or structure for my narrative using Twine, below is the structure for predominantly Serenity (legacy name:Lottie) over chapters 1 and chapters 2.


Each box corresponds to a location and time, e.g. canteen breakfast and a number representing the level of that story. Within the code different options depending on what has happened before (states which have been triggered).


Example: Walk to Work 0

The location is walking to work and this box can be accessed from the first loop (loop 0).

The passage checks for variables: $posterDays, $event, $choiceBake and $cupCakes and shows a different line of narrative depending on which variables are true, and sometimes shows multiple  passages.



Example: Breakfast 0

The location is the canteen at breakfast and the loop can be accessed from the first loop.

This passage checks for variables: $breakfastCanteen, $choiceBake and $cupCakes.

The passage also tells you how many times you have had breakfast at the canteen (print: $breakfastCanteen)

And randomly selects which breakfast you are going to eat today (either: “porrdige”, “toast”,  “cereal”).

Breakfast 0



I also included a little bit of formatting so that text would also appear at the top of page even if the passage shown is local at the bottom. To do this I put all text within {} and using html mark-up put the text into paragraphs <p></p>



Alternative Coding Method

Instead of putting the text into each box, I could also have written it in one long box and called it from other box’s. This would be a better method when using a lot of different strands of narrative. You would be separating the text from the code more clearly. I used this method when writing the prose version.


Example: Start

I set all paragraph in the start box, with a hook $verse1 all the way to $verse28.



Example: Verse 1

Then named each box 1-28 and called the hook I had set in Start. If I had wanted multiple paragraphs to be show there would be much less text in these box’s.


Example: Strucutre

There are less links as I only wrote the first loop and hadn’t included other characters yet, each box is a separate paragraph.



Design Decisions:

It is easier to edit text in one file, and then to call the text into the relevant part of the story than to manage the text over many files. It is also easier to write out the state-machine first before the narrative and deal with the instances separately.




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

Maximo’s Greyton Factory

GDD || Home || Backstory || Greyton || Maximo || The Factory || Bedroom || Jogging

Maximo purchased the abandoned factory in Greyton 2 years ago and has gradually refitted it as a help centre.

Under this guise Maximo uses the factory as a research and development centre for their new line of experimental robots, or clones. With 50 robots maintaining the help centre and being monitored by a team of 20 scientists.

The clones live on site and the old social club has been re-purposed as an activity centre used for evening enrichment courses.

Precautions have been made to limit the contact between humans and the experimental robots but some of the scientist are tempted to allow the robots into the town, testing them against the Turning Test.





GDD || Home || Backstory || Greyton || Maximo || The Factory || Bedroom || Jogging


GDD || Home || Backstory || Greyton || Maximo || The Factory || Bedroom || Jogging

A massive conglomerate responsible for all technological infrastructure in Europe.


Their main tasks are to host and maintain the:

  1. European Internet,
  2. Telecommunication Services,
  3. Driver-less Transportation,
  4. The infrastructure for the:
    1. Bank of Europe,
    2. National Health Services
    3. Democratic Decisions*
    4. Supply and Distribution Chains


In order to maintain all the facilities Maximo developed humanoid robots reducing the cost of their workforce and increasing the companies productivity.

These robots have gradually grown in their sophistication, their latest models being test run in a rural city in South West England, Greyton. The robots are rumored to be so advanced they are closer to clones than humanoids. This new workforce is trained to do the menial task of humans (office jobs), but is this just the first steps of research to a personal army?


Structure of Organisation:


There is a governing body which oversees all operations, with lots of management in between the people doing the ground work. In other words the head doesn’t always know what it’s hands and feet are doing but tries to steer the whole ship gently forwards.


*Democratic decisions has replaced government leadership where there is one front man/woman. This system works by providing every citizen with a voting device, decisions which would normally be passed to vote in parliament are instead presented to the general public. If less than 50% of the country voted the motion is dropped but if more than 50% of the population vote and again more than half agree, the motion is passed. There is of course still a governing body who selects which motions they want to raise, but the officials are replaced when 3 of their motions don’t receive a 50% vote margin.


Design Decisions:

 I based Maximo on IBM, as I have worked for them and I wanted to write from my own experiences keep the narrative with an element of realism. I also added  in some new history for England, guessing at what could come in the future, keeping it extremely optimistic as sci-fi’s have a habit of being very pessimistic about the future atm.




GDD || Home || Backstory || Greyton || Maximo || The Factory || Bedroom || Jogging

Notes for Narrative















Matrix Crossed with 1984











Grey Path Plan

Planning Ideas

Chapter 1

  • Lottie Arrives Home
  • Talks to her Dad
    • Lottie cooks dinner for him
  • Wanders around town
    • She sees all these black spaces
    • She wants to remove them


Do I affect the environment or the ending?

What do my choices control?

Do things happen after certains time? Internal clock

Or after certain events with people..?


Time pushes narrative forwards
It was dismal for an August, as I followed the…


Chapter 1 – Arriving Home + Aliens?

I pull into my parents drive with my car loaded to the ceiling. The house glares at me asking why I’m intruding and I stare blankly back at the new build. It has no life. We sit staring at each other, wondering who we will be after accepting this change.

I wait to see movement in the front window, hoping someone is in. YES/NO


I shuffle out of the car and turn to walk down the street. The house’s bend over into the road pushing down on anyone new to the area. I hurry quickly on to the old area of the city, passing the alleyway I used on the way to school.

I hesitate as I remember scooting to primary school with Mum telling me we were time traveling as I had left too late to get there on time but somehow I had made it. YES/NO

I turn into the alleyway.

The graffiti along the walls has hardly changed, the same strange letters decorate the fence communicating in a way more visual than literal. TURN THE LETTERS TO SEE IMAGE. (Location in park).
I need to find out what those letters are telling me. YES/NO

The clouds wisp past as I lean back on the grass, soothing my anxieties about moving back home and finding a job. Greyton is dull, but the sky is endless and fascinating. A glint. The sun is reflecting of something metallic high above me.

I stare waiting for it to happen again.

A blinding light engulfs me.

Blurrily I open my eyes as vague figures move around me


Sketching Ideas



InDesign Test







Game Genre

I’m thinking of making the game for the IPad or mobile device with my target audience being  female 25-44 years old.


I wanted to find what kind of mechanics are widely used on tablets, which have a strong narrative:

Games which stood out as styles to use included:

  1. Year Walk
  2. Device 6
  3. Sword and Sorcery

I didn’t think a point and click game could work but this looks really good, and an easy way to weave narrative into an environment.


Like a book made for a tablet device, lots of text and visuals cut into the page, really exploring the possibilities of a digital book. Interact with images to solve problems to continue to the story.


You can scroll the screen and ‘jump’ in and about of foreground background, puzzles are presented. Explore and find people to talk to, map shows you had to move between different sections.  See below.


You explore the world from a first person perspective compared to sword and sorcery, but still fundamentally a point and click, but with a very different feel.

Ideas for Game:

4 different characters where you can play through their individual stories in the same environment as you uncover a 5th characters who runs through all 5 stories and you discover more about them. This could work in a perspective like year walk or if it was more text heavy device 6.

Blog at

Up ↑