Brackenmere / dev log

Tag

Interface

6 posts tagged Interface.

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.

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.

G26 5 min read

A storybook UI built from research on child readers

I asked for a professional facelift for 8 to 12 year olds with a $5 art budget. The agents read the research on how children read and click, spent nothing, and by the evening my kids had a hero of their own to name, a crest to choose and a lesson in the arrow keys.

G24 6 min read

The kids got lost: keep everything, fix the pacing

My kids played Brackenmere's first quest and got lost. Three fixes went in that night; two days later AI reviewers proposed cutting the game down, and I chose to keep all of it and rework the opening, pacing, controls and rewards instead.

G23 6 min read

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.

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.