Brackenmere / dev log

Posts Building Brackenmere

A storybook way in, and a fine first morning

On 9 October Brackenmere got a way in: a narrated paper storybook in the style of a film prologue, a spoken welcome that bridges the story to the game, and a first morning that is always fine autumn weather. Most of the turns came from my own run-throughs.

G23 6 min read

How shall I tell it?

Until 9 October, a new player of Brackenmere simply appeared in the square, with no idea who they were or why they had come. If the seed said rain, it rained. The game had a whole history in its lore pages, and a player saw none of it.

That morning, with the village finally laid out and walked, I turned to the first minute.

The road page of the storybook: a hooded traveller on a cart above Brackenmere in autumn The last page of the storybook: a stranger comes up the high road.

Paper, not film

"I want to look at an intro to the game now. Something lightweight... give the backstory, before the user is dropped into Brackenmere at a sensible time of day." "I don't need full animation, more 'layered' approach, with a story teller, characters coming in and going from the scene. I am envisaging something akin to the look as though scenes are made from paper and fold out of view, come in, move out as a new scene comes in."

Then the reference: "I like the 'lore' like they lay out in Lord of the Rings, talking over scenes, but the scenes wouldn't be movie like, as I don't have time or money to spend animating a whole backstory."

The agent and I wrote eight pages, from the first people cutting notches in the barrow stones to a stranger on a wagon at dawn, told by an old storyteller, with Grandfer Fen, the old man who raised the hero, speaking for himself on one page. When the script came back I sent one word: "Happy".

Before anything was built I asked for one picture. "I'd like to see a single still image of what you are envisaging for the look feel here. Can you do one OpenAI image gen (happy to pay for it)". It became the reference for every other page.

The approved look still: a papercut diorama of a cart above the village and the mere The one still I paid for before building: scene 8 as the agent imagined it. Compare the finished page above.

Building a pop-up book

The intro is a plain web page, not 3D: a painted back with cut-out figures at their own depths, drifting while the narrator speaks. Pages leave with a fold, a page turn, an iris closing on a lantern, or hedges growing over everything. Behind it, the village loads, so when the story ends the game is ready.

The Lady's garden page, with Isolde, the fair folk and a gardener The Lady's garden, with the caption strip and the chapter bar below.

Under the hood 41 of the 80 OpenAI pictures I allowed were paid for, and 39 shipped. The narration was 2,301 characters of ElevenLabs speech, 188 seconds once pauses were opened at the ends of sentences, because the v4 model ignored the speed setting.

The Turning page: overgrown hedges and a storybook spider The Turning. Spiders the size of dogs, drawn to be storybook rather than frightening.

Listening to it

My first run-throughs were not a success: "I have loaded it up, it's been 15 seconds and I can only hear birds. Do I need to start it somehow?" Chrome had been holding the sound back before a click, and the page that asks for one never appeared.

Then the narration: "audio is cutting short at times. The price was a promise. Her... then cut. This happens a lot. The text is ahead of the audio as well." The captions had kept their own clock. Now each line's audio is the clock while it plays.

Under the hood Measured headless against a real-time audio clock, the captions landed within a tenth of a second of the clip after the fix.

Not every complaint was the code. Of a judder I decided: "this is fine, it's only because I'm hitting my machine hard with work."

Watching it over and over, I wanted two more things: "When a screen folds down, can it fade as it goes", and: "Can we add chapters to this intro, so I can skip to a specific chapter, like a mini horizontal timeline or something". Both went in within the hour.

Music I could not source: "this is very specific... Not sure how exactly to source this kind of sequence or feel." ElevenLabs composed a score timed to the pages instead, so it follows you between chapters.

The attic page: Grandfer Fen in his chair among the plants The attic, where Grandfer Fen speaks for himself.

A story with a gap in it

Halfway through the day I spotted a problem the agents had not: "The story says cut a root, leave a flower etc, but this has nothing to do with the story that you start with? Is this something else later on?" The prologue sends the hero on an errand for Lantern Night, months away, then drops them in a square with no word of it.

So I asked for a bridge. "I'm wondering about after the intro is finished and we kind of fade to Brackenmere, whether we have a bit of a welcome to Brackenmere... Like, you've bought a house, you can do it up... The cutting the root will come later. For now, you know, people in the village need your help. Why not start by talking to Mother Agnes and see what she requires?" And how it should feel: "spoken word but maybe less imagery. I wonder whether the text is on the screen appearing as the words are spoken would be quite nice over like a scroll on the page."

The welcome scroll over the village square, its words inking in The welcome, inked on a scroll word by word as the narrator says it, over the held village.

The narrator now speaks four short paragraphs over the paused village, ending at the apothecary, and then play begins.

A fine first morning

"Something else I want to do is start the game after users watch the intro. So it's all about the intro now. Start the game at 8 AM and also let's pin a fairly nice autumnal day to start the game with."

The eight o'clock start already held. The weather did not: on the default seed, day one opened in rain. Now the first day is always sunshine and a gentle breeze, and the seed's own weather takes over from day two. Nothing new is saved; the fine day is worked out from the calendar.

The square at 08:00 on day one in rain, before Before: a new game's first minute on 9 October, in the seed's rain.

The square at 08:00 on day one in low autumn sun, after After: the same moment with the pinned autumn morning and its long shadows.

Under the hood The town is a simulation, so even the weather has knock-on effects. A sunny first day sent the innkeeper on more errands, and a test that checked shops stay open had to be measured over 20 seeds instead of 5.

The same day, around it

A few other pieces that day belonged to the same first impression. Blind reviews had called the panels "a tidy web app in beige", so they became rag paper bound in leather with brass corners, and conversations a sheet pinned to an oak board. Eight townsfolk got painted portraits: "Portraits look great, approved."

ElevenLabs v4 was free that week, so I asked for more voice. "I'm just wondering whether to add some audio to the characters when you first talk to them... 'Hey, how's it going? What can I do for you?' kind of thing." Then: "Let's create greetings for all the characters and any future ones as well."

Under the hood That afternoon produced 1,602 spoken greetings across 96 voices. A credits page generated from the asset manifest followed, and its check caught the intro's own narration and score, merged without a credit, within minutes.

What I took from it

The first minute is the only part every player sees, and it was nearly the last part we built. Paper, a voice and a score cost a few dollars of pictures and a day, and say more about Brackenmere than any system.

And watching it as a player showed a gap no test would: a prologue that promises one thing and a game that starts another.

Late that afternoon I asked to start over properly: "can you load up a new game for me, starting with the intro, no saved game etc, from the start". By the evening my kids had watched it too, and then they went looking for a flower and could not find it.

Brackenmere now has a proper beginning. Before, a new player just appeared in the village square with no idea who they were or why they were there, and if the weather said rain, it rained. Now the game opens with a spoken storybook, a short welcome, and a lovely sunny first morning.

The road page of the storybook: a hooded traveller on a cart above Brackenmere in autumn The last page of the storybook: a stranger comes up the road to the village.

A pop-up storybook

I did not want a film. I had neither the time nor the money to animate a whole backstory. What I pictured was something like the storytelling at the start of Lord of the Rings, but with scenes made of paper that fold in and out of view.

So that is what it is. Eight painted pages, each with cut-out figures that drift gently while an old storyteller reads. Grandfer Fen, the old man who raised the hero, speaks for himself on one page. Pages leave with a fold, a page turn, or hedges growing over everything. There is music written to follow the pages, and a little chapter bar so you can skip ahead.

The Lady's garden page, with Isolde, the fair folk and a gardener The Lady's garden, with the words along the bottom and the chapter bar below.

The Turning page: overgrown hedges and a storybook spider The Turning. The giant spiders are drawn to look storybook, not frightening.

My first goes at watching it were not a success. Once I only heard birdsong, and the voice kept cutting off with the words running ahead of it. Both are fixed: the words now keep time with the voice.

A gap in the story

Halfway through the day I noticed something. The story sends the hero off on an errand for a festival months away, then drops them in the square with no mention of it. So I asked for a bridge.

Now, after the storybook, the narrator speaks a short welcome over the village while the words ink onto a scroll. It tells you that you have a house to do up, that people need your help, and suggests you start by visiting Mother Agnes at the apothecary. Then you play.

The welcome scroll over the village square, its words inking in The welcome, written onto a scroll word by word as the narrator says it.

A fine first morning

The game starts at eight in the morning, and now the first day is always sunny with a gentle breeze. From day two, the weather does what it likes.

The square at 08:00 on day one in rain, before Before: a new game's first minute, in the rain.

The square at 08:00 on day one in low autumn sun, after After: the same moment on a bright autumn morning with long shadows.

Little extras the same day

  • The menus and panels now look like old paper bound in leather, instead of a tidy beige website.
  • Eight villagers got painted portraits.
  • Every character now says a spoken hello when you first talk to them.

What I learned

The first minute is the only part every player sees, and it was nearly the last part we built. And watching it as a player showed me a gap no checklist would have found. That evening my kids watched it too, and then they went looking for a flower and could not find it.

Building Brackenmere

G38 6 min read

Three new worlds in one night

One evening I asked for three new maze worlds that were not rectangular grids, with movement and emotion, and stepped away. By morning a drowned abbey, a giant's kitchen and a clockwork hall were on main. Then I played them.

Building Brackenmere

G34 6 min read

Renown that matters: I reverse the vision

The first version of Renown gave my kids a rank, a title and a Book of monsters, and kept my own rule that the hero's health never grows. A day later I shot up four levels without getting any stronger, and asked for levels that really mean something.

Building Brackenmere

G29 6 min read

A quest card an eight-year-old can read

The card that offered a quest was too much for an eight-year-old. The agents tidied it, then I drew my own and they built that instead, and by the evening every panel in the game spoke the same picture-first language.