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What is it REALLY about?

  25.05.2015   Luis Antonio   1 Comment

When I started to work on Twelve Minutes, all I knew was that I wanted to explore the concept of a time loop and see if that would create interesting gameplay. I

Giant Bomb Plays Twelve Minutes!

  17.04.2015   Luis Antonio   No comments

In case anyone missed it, I was invited to show Twelve Minutes at Giant Bomb’s “Quick Look” segment. Jeff and Dan played it for about an hour and I had a

The sounds of silence

  15.04.2015   Luis Antonio   3 Comments

One of the less developed features of Twelve Minutes is the audio. So far I’ve only implement the minimum required so you understand what is going on (e.g footsteps, opening

Kinda Funny – Let’s Play!

  7.04.2015   Luis Antonio   No comments

At PAX East I was lucky enough to have Greg Miller check my booth and take a look at Twelve Minutes. In case you don’t know, he is part of the

The interrupted conversation Pt. 2

  25.03.2015   Luis Antonio   2 Comments

This is a follow up to my previous post: “The interrupted conversation” where characters are able to interrupt each other forever. The reason why I found the problem interesting is because there are many ways to

The interrupted conversation

  16.03.2015   Luis Antonio   8 Comments

Two days ago I ran into a very peculiar problem that I haven’t been able to find a solution for. There are 3 main characters in the game; the Wife, the

PAX East 2015 – How did it go?

  11.03.2015   Luis Antonio   2 Comments

PAX East has just ended and as I return to San Francisco, before I forget anything, I feel its a great time to go over the whole event. I would

TWELVE MINUTES at PAX East 2015!

  23.02.2015   Luis Antonio   4 Comments

As the prototype of TWELVE MINUTES gets more refined I feel now is the best time to have the world take a look at it. How will it survive being played

Dialog choices

  16.02.2015   Luis Antonio   4 Comments

This morning I read a post on Tom Francis blog about conversations in games and I realized that all the iterations that I’ve done for dialogues in TWELVE MINUTES could make an

The phone

  30.01.2015   Luis Antonio   No comments

As I mentioned in my last post, I finally managed to have a working mobile phone in the game. This was a planned feature since the start and I use

One hour a day, every single day!

  21.12.2014   Luis Antonio   3 Comments

As the year comes to an end and I look back at the development of Twelve Minutes I remembered something that I feel is worth sharing. Three years ago, when I moved

Accessibility and Top Down View

  24.11.2014   Luis Antonio   3 Comments

I’ve been asked a couple of times why did I decide to make Twelve Minutes top down. Besides aesthetic and thematic reasons, one of my main goals was accessibility. About 2 years ago,

Indiecade & IGF 2015

  23.10.2014   Luis Antonio   No comments

Two weeks ago I attended Indiecade for the first time. There were a few people interested in seeing the prototype and I was told it was a great place to start meeting the

Why Twelve Minutes?

  26.08.2014   Luis Antonio   No comments

Most story oriented videogames are, in a way, time-loops. Whenever you fail, you go back to the start and are forced to repeat the same task over and over until you

Current Goals & Adventure Games

  16.08.2014   Luis Antonio   No comments

For this post I would like to cover the state of the prototype and what I have in mind for the next months. My previous goal was to get a

Detailing the world

  4.08.2014   Luis Antonio   8 Comments

A couple of weeks ago I finally managed to get all the key story elements in the prototype. You can now, for the first time, play the game from start

The Apartment

  21.05.2014   Luis Antonio   1 Comment

For this post I’ll try to show the process for defining where the game takes place. My original idea was to have it to be set in a small US