Tag Development

Tea-Powered Games’ 2017 Wrap-up

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…

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A bit of Q&A

Hey there. We’ve built up a backlog of questions in response to some of our previous blogs about Dialogue, so we thought it was about time we answer them.

A big thanks goes out to Dylan Connor for these questions.

After this post, we’ll be taking a bit of a break from weekly posts to accommodate an ever-busier schedule. We hope you’ve enjoyed these early looks at Dialogue. We’ll be back with more announcements about this and future work as soon as we can.

For now, enjoy!

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From Scenes to Game

Last week we spoke a bit about the process of writing and designing a scene of Dialogue. This week our developer, Antony, is here to detail how that scene then makes it into the game.

Hi! Antony here, developer for these here folks. Last week’s post told us about building the script which serves as the backbone for the entire game of Dialogue. This week I wanted to elaborate on the process of taking that and converting it into a game-usable format. Luckily, thanks to the amazing efforts of the rest of the team, this is mostly straightforward!

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From Plans to Scenes

In this week’s post we want to talk a bit about the process of making our game, focusing on an individual scene. Hopefully this will give you a bit of insight into the kind of process that lead to Dialogue being the game it is.

We have to start somewhere, so we’ll go from the scene outline. This is just a few sentences on what the scene itself is about and which characters are in it. It’s already been placed within the story as a whole, so you can see the conversations that happen before and after it, as well as its own relevance to the plot as a whole.

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