A new User Interface, with its own layout and art, can help attract players and convey information and character in a way that’s unique to your game. I want to talk about our experience with Restless – a small(ish) game where you haunt a house and try to make peace with its inhabitants. I hope this post can be a useful tool for others looking to make their own UI, especially in text-heavy games, or those where the bulk of the game is in its interface.
Posts by fminuzzi
Hello, Flo here! I wanted to do something a little bit different for Love Indies week, and show you a behind-the scenes look at where we work. We’re quite private people so this is not something you’ll see often!
It’s been a busy year for the two of us at Tea-Powered Games! We’ve been reflecting a bit on our work this year, and we thought we would share some of that with you.
Dialogue: A Writer’s Story
The year started with Dialogue on Itch, and on Greenlight going through the voting process (remember the days of Greenlight?)
We spent some time improving Dialogue, especially the User Interface art, creating a new trailer and reaching out to our market. We worked with Lewis Denby from Game If You Are; he was a big help in putting all of it together!
And so, we got Greenlit and subsequently released Dialogue on Steam! We’re happy it’s finally there, and we needed a bit of a change in pace, so we’ve also been working on…
Hello everyone! Now that we’ve shown the new demo of Elemental Flow at a few events, we’re feeling pretty good about where it stands. We’re still brewing up the world, but there’s a specific part of it we’d like to talk about today: the Elemental Plane.
The game takes place in two separate but connected areas. In Reality, things look quite normal; there are people you can talk to, buildings and streets, tables and chairs and everything else you would expect. However, you’ll also have the opportunity to explore a parallel place called the Elemental Plane, where things are a bit more… odd.
It’s time for something a little bit more personal than usual – we don’t talk as much as we should about our development process. The two of us at Tea-Powered Games have a tendency to avoid spoilers of every kind, for any forms of media, if we’re in the middle of experiencing it or we think we’ll get around to it in the near future. Discussing the media we love with others is valuable and enjoyable, but we like to come to that discussion uncoloured by others’ opinions when we can (except between the two of us, but we’re married and working together so that’s bound to happen).
Hello everyone! We’ve been pretty busy in the last month or so – Dialogue launched on Steam and Flo released two free games: The Felidae Phylogenetic Tree, an interactive exploration of feline species, and The Dream Self, an entry to the 2017 Interactive Fiction Competition.
Now that all those are out in the world, we’ve been focusing on Elemental Flow’s new demo, which we’ll be showing at Adventure X. We learned a lot from watching people play the previous demo, so we’re taking everything we learned there (and adding a few other ideas) to make this new version. We’ve outlined a few of the larger changes we’re making, but do note that these might not all make it to the final game – they’re steps towards a better version of Elemental Flow!