Brackenmere / dev log

Tag

Characters

7 posts tagged Characters.

G31 6 min read

Village life: 22 new people, their weeks and how they walk

In one day Brackenmere went from fifteen people in a village of empty houses to thirty-eight with homes, trades, bedtimes and a week of named days, and they stopped walking like chess pieces. The surprise was how empty the old village really was once the agents measured it.

G21 5 min read

Sword moves you press on purpose

On 6 October I asked for "slicker moves" and reversed one of the game's own rules: hold Space, press a fresh direction, and the hero throws a named sword move or a two-direction finisher, while a tap still just swings. The same day Space became one button for everything, and the next day the monsters stopped standing still.

G14 7 min read

The lore arrives: a world, a town and a running story written in the cloud

On 30 September seven pull requests from cloud sessions turned Brackenmere's scattered monsters, potions and quests into one world with one running story, "Bread at the Door". The lesson: lore written in parallel drifts like code, and it holds together the same way, with one source, a compile step and a checker.

G11 6 min read

The living town, written overnight

I gave the agents my biggest brief yet, a town of people with back stories, memories and gossip, told them not to ask me anything, and went to bed. By morning Brackenmere had sixteen characters, four running stories and a simulation that could live through months in a unit test.

G05 6 min read

Walk into the inn, forge and apothecary

On a Wednesday evening I asked to open a village door and step inside. By bedtime the inn, the forge and the apothecary were rooms bigger than their houses, furnished with my own Meshy models and staffed by eight people you could talk to.

G03 6 min read

First person and sword combat

One morning I asked whether we could look through the hero's eyes in the maze. By the next morning first person ran through the whole game, with a sword you can see swing, a gloved fist made from my own reference picture and aim assist that looks up at tall monsters.

G01 6 min read

Day one: a canvas greybox called Brackenmere

Brackenmere started on a Saturday afternoon as a 90-line canvas sketch with one gardener and an old gate. By midnight it was a Three.js village with a sword, a rigged hero, three monsters, people you could talk to and a house with real roof tiles.