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Warning: British humour ahead. The game WILL poke fun at you if you do the wrong thing. A sarcastic computer game, whatever next? The day after tomorrow, or possibly sometime next week. The Neutron Wars have been and gone, taking with them most of the population of Earth. Those who survive live out their lives under an artificial sky, trapped within giant biodomes and bathed in the purple aura of a protective field. Every word, every thought is monitored by The Company. Dissent is punishable by death, which is kind of ironic, since death is exactly what most people pray for. Fuel reserves are exhausted. What little power The Company provides comes from offworld, shipped in from the vast Empyreum mines of LV13. But the mines are at the center of an endless war, a meaningless conflict from which no-one returns alive. A war we must not lose, and yet a war we cannot win. Interactive Graphic Fiction just gained a level.

Post news Report RSS Interactive demo coming soon.

A concept demo should be available shortly: Watch this space!

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Over the last couple of days, I've been working feverishly on the concept demo for an interactive version of the Rewind novel, planned for release on Mac, PC and iOS - I am currently preparing a Kickstarter campaign to raise development costs, which you can preview here.

As you can see from the screenshots on the images page, I've now swapped the text inventory out for a fully graphical version. By hovering the mouse over an item in the inventory, the player can see a pop-up displaying the name of the item, and by clicking the graphic they can write the item name onto the command line without having to touch the keyboard. Hopefully, there will be many of these shortcuts as development progresses.

At the top of the screen, you can now see a status/command bar containing buttons for saving/loading the game as well as toggling typewriter mode (where the text is written out teleprinter style) and asking for help. The arrows and history drop-down allow the player to scroll through previous commands he has given or to select directly from a menu. On the right, the name of the currently active character is displayed next to bars depicting current health and percentage of game complete.

Visually, the text now fades away as it reaches the top of the screen, and changes have been made to the way the game works behind the scenes so that graphics can be displayed and scrolled with the text as well as displayed as static backgrounds.

I'm currently working on an update which will allow players to select at the beginning whether to play the game in the style of an old school text adventure (more interactive but also more challenging as you have to think about what to do next and solve puzzles) or a choose-your-own-adventure book in which you are presented with options every step of the way so that the game becomes multiple choice. This option makes the game somewhat easier and takes away much of the interactivity, but is more suitable for those who prefer the latter format.

Please like our official Facebook page at www.facebook.com/rewindtrilogy for up to date news as it happens.


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