So after a lot of conversation with folks on here, I've decided to go ahead with my game project.

I'm going to develop it as publicly as possible, and use it as a learning experience.

I'll be talking about the development on my blog (http://ajroach42.github.io/)

Right now I'm still at the story//planning stage, and I'll probably be there for a few more days, at the least.

For the next little while, I'll be talking through some of my thoughts on the subject here. Join in! Tell me off! Provide Feedback?

To start things off, I have narrowed down my options for a platform.

I am trying to choose between parser based IF (Inform) and hyperlink/CYOA style IF (Twine).

Each platofrm comes with it's own expectations about world building, but they also have very distinct play styles and will conjure differing expectations from the player.

If I do things in Inform, I'll be building a map first and foremost. I will then populate that map with NPCs, and objects. I can have certain events happen on timers, and have other events happen when the player is in a specific location and meets certain criteria (enough spoons, right item, specific knowledge.)

Building the game this way would be more like traditional programming. It's something I'm quasi-familiar with. Parser IF, though, carries expectations with it, and this game wouldn't meet them all

Specifically, I don't actually want to care about inventory beyond a few key items. I don't want to have to code up interactions for unexpected verb//noun combinations. I'm not looking to simulate the whole spaceship. I'm looking to tell a specific story in a way that a computer game can do better than a regular novel.

I'm worried that the traditional conventions of parser based #interactivefiction would get in my way.

OTOH, I'm not even remotely sure how I would structure this game if it was not structured around rooms.

I said that it would be "Event" structured in a previous toot. That's not exactly wrong, but I think it may carry with it a little bit of railroading, which I don't want.

I want the world to feel fairly well developed. I want the player to be able to explore. To look around. To wander.

To that end, if I build it in Twine, I'm concerned that I will lose some of the openness that I would be afforded from a parser based game.

I have no idea how a Twine NPC would work.

(Fabricationist DeWit Remakes the World has a location based topography, and an excellent NPC in it. It can be done, I just don't know how.)

So I think I've decided that, for the sake of the play style, I want this to be a hyperlink drive game.

That, to me, means that I'm working in Twine.

For the next few days, I'm going to read up on techniques for modeling locations and NPCs in Twine. If you have any thoughts on the subject, I'd love to hear them.

So, specifically, several things will happen over the course of the game:

- The player will move between locations.
- Time will pass (within a day)
- Time will pass (from one day to the next, cutting off old options, opening up new ones)

I think that I could build a roughly static (quest-style) group of passages for each day. Some passages will be, roughly, the same from day to day. Others will be very different.

In that sense, each "day" will function kind of like a minigame, and that gives me the key I need to make sure that I am able to build the game.

I will, essentially, build it one day at a time. :-)

Of course, the first thing that comes to mind when I decide to break the game in to chunks of "Days" and to have each day be roughly independent from the previous day in terms of structure (only carrying over the characters knowledge and mental state from day to day) is that this would be an excellent thing to serialize.

Publish one (or a few) days at a time. Allow players to load save files from previous days, or to start over and play from the beginning each 'day'.

@ajr Will you have a set goal the player has to reach for each Day, or will there be pieces of information out there, and the player just finds what they find?

@lostnbronx
There won't be goals for the day, no. The day will just be a way to divide the story based on the passage of time.

The player gets a limited number of actions over the course of a day, and each day comes with it's own set of constraints around the actions available, and how much of the day they will take.