This week, I’m going to take a little break from talking about our game, Harrowing Adventures, because there’s something in the news that I actually know quite a lot about: exploring pyramids with radiation from space.

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Three-Act Story Structure

Mark and I decided that we wanted Harrowing Adventures to be a great interactive fiction game and to read like a story that fits a traditional narrative, even though the players are making decisions to control the course of the story. We’re using the three-act structure to help guide us. What is Three-Act Story Structure? […]

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We’re probably overdue for our first developer update blog post, but even so we’ve been keeping busy with the development of Harrowing Adventures! This week is an exciting week because we have finished building the architecture for the single player game, which will serve as the prologue to Harrowing Adventures. So we’ve made a game! […]

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In an interactive novel, the reader influences the story through choices. Upon replay, that reader can make different choices and explore a whole new path. Eat your heart out, Robert Frost! Let’s talk about choices in Harrowing Adventures as they relate to traditional gamebooks, digital interactive fiction, and what new challenges arise with multiple players.

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In this week’s blog post, Mark exercises some math muscles and illustrates why the infamous Shamath riddle from Lone Wolf book 16 is truly unsolvable, and in the process addresses some of the “solution theories” that once circulated on the Internet.  Here’s a hint for those that have studied some linear algebra: it has to […]

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YOU?

Who is the hero in an interactive novel?  To answer this question, consider these quotes from the back covers of the first entries in four classic gamebook series: “YOU’RE THE STAR!” (Choose Your Own Adventure #1 – The Cave of Time) “YOU become the hero!”  (Fighting Fantasy #1) “YOU are Lone Wolf” (Lone Wolf #1) […]

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