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
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
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
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
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
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,
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
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
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
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
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