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.
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