Controls:
The Lamp will reset your game
The inkwell will change fonts before hitting "Begin"
The Notepad holds options to click on
You can flip through with "Next and Previous"
ESC exits the game
Looking for any and all feedback!!Current Build:Manifest Development Build 0.024May 20, 2015Θ Additional proofreading.
Θ Canvas fades in with lighting instead of blinking on.
Θ Intensified Name Box color change; Set Name suggestion to gray; Name suggestion now clears when clicking Name box, and re-appears if no text is entered.
Θ Added basic splash and icon imagery; Game now shows Manifest Cover Image while loading the scene.
Θ Increased support to resolutions at exactly 5:4/4:3/16:9/16:10 ratios.
Θ ESC button now prompts the game to exit after confirmation.
Still looking for feedback and suggestions! Try the demo now
![Smiley](https://forums.tigsource.com/Smileys/derek/smiley.gif)
Please leave us feedback on our
Kickstarter Preview and this thread, we are eager to hear from the community!
We are not picky what type of feedback, but we are most eager to hear the community's thoughts on Procedural Story-Telling and our approach to it
![Smiley](https://forums.tigsource.com/Smileys/derek/smiley.gif)
We'd also like to have it tested on Mac OSX and Linux!
We want to take this to the limit eventually, but we started with a small project we felt a two-person team could appropriately handle.
Thank you for reading!
Description(PlayTesters may wish to skip this section if only interested in trying the game)Manifest is a game about choices. We have made use of the Unity engine's editor scripting options to create a tool which allows us to dynamically configure text by a large number of world, character and story traits. You can find us working with this tool, or ask for a demonstration of it, at
www.twitch.tv/tikihubtony.
The game itself puts the player into the role of an author, and writes a story that is different from beginning to end, every time you play. We have begun with a small selection of linear stories to show how games currently work. These stories are set up under a number of requirements and modifications. At the time of this post, it is an equivalent level of a higher end branching narrative in my opinion, and is only about a day's work, broken up between my day job. Bob has been working hard at producing promotional imagery and concept art to help show the players how the final game will look, and what kind of animation we plan on adding.
*Update on Story Content 5/20/15*
I have done quite a number of gameplay tweaks after receiving excellent feedback via this thread. I'm planning on focusing more on story content for the next patch, but with enough helpful feedback, I will always prefer to iron out the game experience before adding things to experience in it.
![](http://www.tikihubgames.com/promo-images/ManifestScreen5sm.png)
The engine works by setting up three "Pieces":
1.
A World: There are many worlds in Manifest, each one unique, filled with it's own history, physical and magical rules. You may find yourself in a familiar world, or an unfamiliar world each playthrough, learning new facts about that world and as a result, becoming more aware of the impact of your choices. These worlds contain a large number of locations, information, character roles and items set by the writer through our tool.
2.
A Cast: Each world has it's own set of characters. These characters begin as cookie cutouts, and may be named, or more generically described, like Eugene, or Knight. The personality of this character may be generic (no requirements), or incredibly specific. All information pertaining to these characters may be developed throughout the story, allowing for different names for a knight depending on player and npc driven actions. Each character has a large set of dialogue lines associated with them, and the system may switch between characters depending on player or npc choices. To emphasize, the NPC is capable of decision making and narration just as much as you are. You may choose the same options as a friend, and the NPC may still choose differently at any point.
3.
Text: This seems obvious, a story needs writing. Each section of text (an unlimited number of text pieces layered in tiers across the characters) undergoes a system of requirements before being passed into a pool of options. For the player, up to four of these are chosen to as options to choose from. For the NPC, a single option is chosen from the pool. After being chosen, the option then executes a number of modifications to characters and the world, ranging from minor personality changes to moving characters to different locations, killing them, ending the story, etc.
With enough content filled into this engine, every playthrough should be different, from beginning to end. We are planning a much larger set of games to follow, but as a new company, we feel a need to develop our game in a small, controllable platform we can use to experiment with and learn how to best organize our stories for writing purposes. So the current game is text-and-image based, however we will introduce a large amount of animation, including a full room, free perspective camera, and models/animation that act out the story in the room, outside the window, and in pictures on the wall.
More information is available on our
Kickstarter Preview.
ChangeLogManifest Development Build 0.023May 15, 2015Θ Several proofreading changes; Personality Trait values adjusted for coherence.
Θ Tweaked mouse clicking behavior to empty info bar and refresh cursor.
Θ Buttons no longer modify the cursor while inactive.
Θ Player must enter a main character name;Name entry now begins with "Name" suggestion text.
Θ Reset Lamp now gives off confirmation dialogue, and must be clicked twice without leaving the button area.
Θ Page Turning buttons now have images, and appear/disappear when there is or is not content to show on the next/previous page.
Θ Several New quality options added to PC/Mac/Linux launchers.
Θ Opened up personality modification/requirement options per line in the StoryTool to allow modification of more than the giving/receiving character personalities (developer use).
Manifest Development Build 0.022April 30, 2015Θ Integrated age in the Story Tool (developer use); Added PlayerAge text keyword.
Θ Integrated PlayerName text keyword.
Θ Added Font Toggle button to the Inkwell.
Manifest Development Build 0.021April 26, 2015Θ Introduced the universe of Fuze with seven starting Player Role options and stories.
Θ Fixed an overlapping error with initiating lines; fixed an omission error with ending lines; fixed an error with Character switching (different from Player Roles).
Θ Cleaned up shadow aliasing caused by a steep lighting angle.
Θ Interface: adjusted camera angle to provide a better reading view; added restart button on the Lamp.
Currently planned updates:Θ PC/MacOSX/Linux Loading Screen improvements.
Θ New cursor images to line up along hotspot.
Θ Blinking text cursor for Name Box.
Θ Full Page graphics to go with the Stories.
Θ Story content, of course!