Brackenmere / dev log

Tag

Design

6 posts tagged Design.

G39 6 min read

The quest ledger, and five worlds finally joined up

Brackenmere had five worlds that no quest sent you to. I asked for the quest ledger to be redrawn as a map, sent it to two AI reviewers to play it in their heads, and the agents built the chapter that threads those worlds into the story: the Five Stones.

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.

G37 6 min read

Four rooms, built from the pictures I sent

I sent the agents an isometric picture of the inn I wanted, then three more for my home, the Forge and the Apothecary. All four were rebuilt in one evening. It took a second day, and my complaint that the inn felt stale, to make them warm.

G35 6 min read

A world, not a to-do list: the village changes because of you

I played Brackenmere end to end and found an errand chain: talk, fetch, return, repeat. Three AI designers diagnosed it independently, my son voted on their ideas, and by the evening every quest left a mark on the village.

A08 5 min read

Three AI designers, one brief

When the game felt like an errand chain, I asked three AI designers the same neutral question and kept every other opinion, mine included, away from them until they had answered. How that ran, and what a month of building this way taught me.

G32 5 min read

"Not stale in its world, stale in what the player gets back"

On 15 October I asked the agents whether we had built a stale world. A research round said no: the world was rich, but almost nothing answered the hero back. The first fix landed that same night: a town that hears about your adventures, gossips about them and shows its friendships as hearts.