Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Chris

Pages: [1] 2 3 ... 5
1
(Update, applications due Wednesday, July 13th)

Adventure Cow is looking for a community management intern to promote our new interactive short story, Strayed!

We are looking for someone interested in being the voice of Adventure Cow, helping manage and develop Strayed's presence on social media, forums, and our blog. You'll be helping to craft our message and connect it to our audience.

Applicants should have good writing skills, an interest in story-based games, and also an interest in social media marketing and community management. Email hiring [at] adventurecow.com to apply with your short (!) cover letter; include a resume. Applications due July 4th.

2
Announcements / Hiring: Box/Cover Artist (Paid, Short-term Project)
« on: June 20, 2016, 04:05:52 PM »
Adventure Cow is hiring an artist to produce box/cover art for our new interactive story! This is a short-term, one time contract.

Our goal is to produce a mysterious and compelling image for our new story, Strayed. We're looking for art that displays both the attraction and uncertainty of heading into a dark place.

Send an email to chris [at] adventurecow.com with a link to your portfolio/past work. Submissions due June 26th.

3
(Accepting applications until 2/9/2016)

What's the future of games?

What would our world look like without the book?
What would happen if almost every story we told -- every Hitchhiker’s Guide to the Galaxy, every Harry Potter, every Anna Karenina -- had to start with a six-figure budget?
That’s the world we live in now when it comes to games.

What would happen if one person could write a game, like a book?
If games had their Stephanie Meyer, their Neil Gaiman, their Leo Tolstoy?
That’s the world we’re going to create.

What you'd be up to:
You'll be helping us tell the world our story. Our goal is to take gaming in a new direction, but we need to grow the right audience! We're looking for an initial audience of a thousand readers on our mobile app, and eventually 100k.

You'd help us both choose the right audience and then also reach out to it.

Who we are:
We’re one writer, one programmer, and one game designer creating the future of games. Our goal is to enable anyone to express themselves through games, by making it as easy to write and share a game as it is to write and publish a story.

What we're looking for:
You're 50% analyst, and 50% community manager. You:
  • can take on tough questions. Whenever someone asks "I wonder what books people who play Dragon Age read," you don't just muse, you find answers.
  • are enthusiastic about story-driven games, in particular modern Bioware-style RPGs and story-driven Telltale-style adventure games.
  • are great at building community.
  • learn quickly.
  • have the time (probably <15h/week). This is a four month PT project. If we’re good at what we do, that may turn into a year.
Looking for a partner, not just a consultant.

What you get:
Compensation, dependent on experience. This is an essential part of the team, so equity is a big part of that.
The change to work on an experimental and wildly ambitious project, likely doomed to failure.  8)

How to apply:
Contact us directly via email (chris [at] adventurecow.com).
  • Include a resume.
  • Tell us about your previous entrepreneurial ventures -- especially the ones that didn't work out.
  • Let me know what big questions you have about us and our business.

4
(Accepting applications until 11/23/2016 unless otherwise noted)

Looking for Producer/Project Manager
Needed: A part-time (5-10 hours/week) person to keep our new interactive story project on task and on schedule.

The sort of person we’re looking for:
  • You’re used to being the adult in the room -- you can get good estimates out of a herd of cats, and make them meet deadlines.
  • You take the pressure off people -- if you’re on a project, people (your boss in particular) stop constantly worrying if it’s off schedule.
  • No excuses -- you don’t fudge deadlines. If you aim for a target, you hit it, or you get darn close.

Who we are:
We’re one writer, one programmer, and one game designer creating the future of games. Our goal is to enable anyone to express themselves through games, by making it as easy to write and share a game as it is to write and publish a story.

What you get out of it:
Pay, of course. ($18/hour minimum, going up depending on experience)
The opportunity to work with some _extremely_ talented creatives, on an experimental and wildly ambitious project likely doomed to failure.

How to apply:
Send us an email (chris [at] adventurecow.com) with your resume attached. Answer the following questions:
  • Talk about a time you helped an off-track project get back on track, whether at work or elsewhere.
  • Out of all the projects you've personally been responsible for managing, which one went the absolute worst? What happened and what did you learn from it?
Include anything else you think will help us make a mutually beneficial decision. Looking forward to hearing from you!

(Note: Previous positions closed 7/24/2016 and 2/2/2016. Keep an eye on the top of this post to make sure there's an opening.)

5
Announcements / (Closed) Hiring: Game Writer (Paid, PT, 4+ months)
« on: September 12, 2015, 09:56:29 PM »
(Accepting applications until 9/18/2015)

Are you the next Christine Love? Jon Ingold? Ron Gilbert? Can you show a reader a rollicking good time? Can you create a compelling story to help bring a game to life and suck in the reader?

Adventure Cow is working on a new experimental project. The appetite for BioWare-style games is HUGE. And a huge percentage of BioWare’s fans play for the story, the characters, and the romance. These fans paint their own tarot cards, draw their own comics, and write their own fanon. One game every two years is not enough.

They want more, and we’re going to give it to them.

Imagine the challenging choices and compelling characters of a Dragon Age or Mass Effect…in a book. Call it an RPB. We need a talented game writer to make it fun!

Time commitment:
20 hours/week, ASAP through January 2016 with opportunity for extension

Compensation:
Dependent on experience

What you'd be up to:
You will work with a small writing team to produce an interactive F/SF novella (12K words of reader experience, up to 60K words of total prose) over the course of four months, meeting milestone deadlines to ensure delivery. You will need to develop compelling, fast-moving plot to bring the characters to life and make the game exciting.

You should be able to use story to solve game design problems, and game design to solve story problems. You should be comfortable with sharing narrative responsibilities, making a case for your plot choices, and being open to compromise.

This is a new frontier. We’ll be drawing the map together.

What we're looking for:
  • 2+ years writing F/SF
  • Experience playing story-driven games (Bioware, Telltale, etc.) and/or interactive fiction
  • Comfort adopting new technology
  • Ability to communicate complex ideas
  • Experience reporting bugs
  • Advanced imagination
  • Advanced problem-solving skills
  • Sense of humor

Also highly welcome:
  • Experience designing story-heavy games
  • Publication credits (either games or fiction)
  • Publishing industry experience (either games or fiction)
  • Software development/scripting experience (e.g. Python, HTML5/JS/CSS, AJAX/JSON/MongoDB)

How to apply:
Contact us directly via email (chris [at] adventurecow.com). Please include:
  • Resume or CV with full name and contact info
  • Details of any previous projects, if applicable
  • Three samples of your work, in any combination of the below (from three different creative works, please):
      Links to your published fiction
      Links to your text-based games
      1000 word samples of your creative writing (pasted into body of email, no special formatting needed)

6
Announcements / (Closed) Looking for: 5 primary game testers
« on: September 10, 2015, 01:45:41 PM »
Adventure Cow is looking for 5 testers to test our new book. Imagine if a game like Dragon Age or Mass Effect were made into an interactive novel. Adventure Cow is working on a project to do just that, but we need a small cadre of testers to try it out and tell us when we're doing great, and when we're doing terrible.

What you'd be up to:
You should have some time about twice a week to play our game and talk to us about it. That will probably translate into 30 minutes twice a week. It won’t matter exactly when it is! You should just be able to try out our prototypes for a few minutes every so often and let us know what you think.

What we're looking for:
Enthusiastic about games and available to talk regularly
Looking for someone in each of these hats: Visual novel nerd, Bioware game nerd, sci-fi/fantasy fiction devourer. If you don't wear any of them but would love this type of game let us know and we'd probably have a spot!

7
Announcements / Hiring: Game Designer (Paid, PT, 4+ months)
« on: September 10, 2015, 01:27:26 PM »
(Updated: We're reopening the call for applications until 10/16/2015!)
(UpUPdated: We've changed the what we're looking for section)

Are you the next Sid Meier? Shigeru Miyamoto? Can you take your knowledge of game mechanics and RPGs, and use it in a radically different medium...the book? :D Can you give a reader a rollicking adventure, with interesting puzzles and choices, through words?

Adventure Cow is working on a new experimental project. The appetite for BioWare-style games is HUGE. And a huge percentage of BioWare’s fans play for the story, the characters, and the romance. These fans paint their own tarot cards, draw their own comics, and write their own fanon. One game every two years is not enough.

They want more, and we’re going to give it to them.

Imagine the challenging choices and compelling characters of a Dragon Age or Mass Effect…in a book. Call it an RPB. We need a great game designer to help us make this book fun to play!

Time commitment:
5-15 hours/week, ASAP through January 2016 with opportunity for extension

Compensation:
Dependent on experience

What you'd be up to:
You will work with a small writing team to produce an interactive F/SF novella (12K words of reader experience, up to 60K words of total prose) over the course of four months, meeting milestone deadlines to ensure delivery. You will need to articulate strong game mechanic ideas to the team and work together to execute them.

You'd be in charge of building the interactions that make our game compelling. We need interesting core mechanics that are easy to write and don't require wallrunning or bullet time. We're writing a book!

You should be able to use story to solve game design problems, and game design to solve story problems. You should be comfortable with sharing narrative responsibilities, making a case for your design choices, and being open to compromise.

This is a new frontier. We’ll be drawing the map together.

What we're looking for:
  • 2+ years designing story-heavy games
  • Familiarity with interactive fiction tools (Twine, RenPy, Inform, inkleWriter)
  • Comfort adopting new technology
  • Ability to communicate complex ideas
  • Experience reporting bugs
  • Advanced imagination
  • Advanced problem-solving skills
  • Sense of humor

Also highly welcome:
  • Game industry experience
  • Software development/scripting experience (e.g. Python, HTML5/JS/CSS, AJAX/JSON/MongoDB)

How to apply:
Contact us directly via email (chris [at] adventurecow.com). Please include:
  • Resume or CV with full name and contact info
  • Details of any previous projects, if applicable
  • A sample of one of your previous games, with design aspects you worked on highlighted
  • Answer to the following question:
    You have been tasked with redesigning DestinyQuest Infinite to reach a more general audience. Based on the demo link here, how would you suggest updating the game, specifically the mechanics?

We're especially interested in the last two. Thanks!

8
Announcements / Hiring: Game Marketing/PR consultant (Paid, PT, 4+ months)
« on: September 10, 2015, 01:03:33 PM »
(Updated: Accepting applications until 9/23/2015)

Adventure Cow is working on a new experimental project. The appetite for BioWare-style games is HUGE. And a huge percentage of BioWare’s fans play for the story, the characters, and the romance. These fans paint their own tarot cards, draw their own comics, and write their own fanon. One game every two years is not enough.

They want more, and we’re going to give it to them.

Imagine if a game like Dragon Age or Mass Effect were made into an interactive novel. Adventure Cow is working on a project to do just that, but we need help getting the word out!

Compensation:
Dependent on experience

What you'd be up to:
You'll be helping us tell the world about our story. We're a team of game designers, programmers, and creatives working on something very new, but we need to reach the right audience! We're looking for an initial audience of a thousand readers, and our aim is to get 100k to eventually read our interactive novel.

What we're looking for:
The ideal person will be:
  • Enthusiastic about story-driven games, in particular modern Bioware-style RPGs and story-driven Telltale-style adventure games.
  • Have a gift for telling stories. If you can listen to me blabber for five minutes and then give our elevator pitch better than I can, that’s perfect.
  • Well-connected in the right places. Our audience likes sci-fi/fantasy books and also games with lots of story and personality, and we're a bridge between the book and game worlds. If you know people who have our audience's ears, that's awesome.
  • Available. This is probably a four month PT project, and if you’re good at what you do, that four months will probably turn into a year.

How to apply:
Contact us directly via email (chris [at] adventurecow.com). Please include a resume and some examples of previous work (projects promoted).

9
Update: If you visited this page earlier today, you may have noticed the 2.4 version updates had disappeared! We had the bad luck to update the site at the same time that our webhost shut it down and restored a backup.

Here is a list of fixes and updates for the latest versions of DestinyQuest Infinite. You can also look at the roadmap to see what's coming up.

DestinyQuest Infinite 2.4 (April 11, 2016)
Some new bug fixes, thanks to our sharp-eyed players. Thanks for your help!
  • 509: (Thanks Alziel!) Spider's leg doesn't work as a valid potion ingredient
  • 507: Description missing for 'Spirit Tincture' reward (Entry 794 in the book); ability not available in combat
  • 506: (Thanks Mike!) Pickpocket career popup shows up repeatedly after first page on which it appears
  • 504: (Thanks Mike!) Act II Arena gold reward missing
  • 503: (Thanks Mike!) Seared Scar quest not properly tracking potion-give
  • 502: (Thanks Mike!) Avian Dale conversation text missing
  • 508: (Thanks Alziel!) Brain Drain ability implemented improperly
  • 513: (Thanks Alziel!) Shield Wall effect should only last for one round
  • 512: (Thanks Alziel!) Arthurian's Horn can be used more than once, crashes game if enemy health goes negative
  • 511: (Thanks Alziel!) Inquisitor _____ will offer to _____ you the __________ ______ after the Act 3 Blue Quest, even if he died

DestinyQuest Infinite 2.3 (October 29, 2015)
Some additional bug fixes, based on player feedback.

Bug fixes:
  • 491: Crown of Command jewel bonuses not reported when taking it
  • 486: Page 471 (after page 412 + Dwarven Compendium then Continue) is blank
  • 483: (Thanks Devi!) Shadow Fury and Vampirism don't show continue after use

DestinyQuest Infinite 2.2 (September 7, 2015)
This is the first official release of DQI with Act 3 support.

Bug fixes:
  • 481: (Thanks Fergus!) Sound in Chrome >44.0.2403.89 is only on right channel
  • 479: The link on the achievement "Rune Master" (p41) leads to a blank page
  • 480: (Thanks Peter!) Can't continue if you don't give Hal a potion
  • 350: Typo in combat log - "Scorpios do X damage"
  • 473: If armor is reduced to 0 from locust attacks on page 764, reduced armor does not carry over
  • 471: Lorcan fight doesn't list "Enchanted stone" among enemy abilities
  • 475: Wreekin net ability now showing up in list on page 366
  • 474: Arthurian's horn item has no use description and doesn't work
  • 472: Error when using Riposte

DestinyQuest Infinite 2.1 (August 24, 2015)
After we released DestinyQuest Infinite 2.0 internally, we spent some time testing it and fixed some of the bugs, so you'll never see them.

Bug fixes:
  • 213: Down the Well quest is called "The Well" in the table of contents
  • 448: Surge ability has omitted word in combat usage text
  • 461: Alternate path on page 895 requires Magic 24, but this isn't mentioned if requirement is met
  • 454: Scarron fight shows achievement if you beat the top Scarron first
  • 449: Alchemist ability Good Taste works on items that are not backpack items (Bracelet of power/Focus)
  • 462: Combatants and win requirements on fight on page 921 not spelled out
  • 439: Dark claw's verb conjugation is off if player's name is 'You'
  • 465: Sentries fight (page 921): Ruse ability affects Sentries, not target
  • 469: Status inflicted on the Spore Cloud monster in fight on page 924 doesn't go away when new cloud is generated
  • 450: Enchanted Stone (939) not working against burn/embers
  • 447: Ghoulish Gloop (2 uses) and Oil flask (2 uses) are not functional
  • 453: Eureka ability not enabling select of attribute to increase
  • 460: Fight on 924 has a special win goal that's not checked
  • 463: Fight on page 921 not winnable
  • 466: Shadow ranger career token is missing abilities
  • 467: Some same-named abilities are not supposed to be independently usable
  • 445: Alchemist's ability "Midas touch" broken
  • 446: Broken images on page 802, 866
  • 451: Icelock career token doesn't collect
  • 464: Steal ability doesn't ask player which attribute to steal, doesn't work
  • 452: (Thanks John!) Ice-buried chest (after Chilblain) cannot be opened

DestinyQuest Infinite 2.0 (July 23, 2015) (MAJOR RELEASE)
In preparing for Act 3, we made some major updates to the DQI engine. Read more here.

New features:
  • 214: (Thanks Devi and Diego!) UX: Add the option to play through Act 1 again after you beat it
  • 162: Muting intro music does not mute game music
  • 007: UX: Show help text for speed icon during speed rolls
  • 391: Item cards have icons that don't do anything but close the window, should show tooltips on hover
  • 392: The SpecialAbilities list in combat should show a tooltip, similar to Speed, Brawn/Magic, etc.
  • 235: UX: Unique events on repeatedly viewed pages should only show up once

Bug fixes:
  • 271: (Thanks Morgan!) Contents of sidebar sometimes overflow on high resolution screens
  • 276: Crown of Kings item is not removed from backpack once its quest is completed
  • 244: (Thanks Tron!) Immunity text gets displayed twice for all enemies with immunities
  • 287: Crown of Kings story displays inconsistencies if quest is unfinished or completed in certain ways
  • 437: Can't pick up items on page 500 (and any page where a set macro makes the page go away after the first visit)
  • 341: Game home screen not loading in Safari on private browsing mode
  • 433: (Thanks Yves-Arnaud!) Fire grass not being added to inventory; hit invisible quest items maximum
  • 110: Shadowstalker reroll appears at the wrong time (before first roll)
  • 215: (Thanks Devi!) Save game date and time is not in the right time zone for most people
  • 435: 30 coins are gained on page 401 for no reason
  • 382: Combat shows enemies have 1 more ability than they actually do, if the battle has a custom script
  • 312: When Laird is fighting ghouls, his special healing [xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx]
  • 217: (Thanks Devi!) Hitting back button more than twice from any page results in error message
  • 220: Dice rolling game in pub continues even without rolling the dice
  • 427: Every 10 reloads or so, an error occurs on Firefox
  • 275: Gladitorial Games option doesn't disappear from town in Act II once cleared
  • 430: Page 428 will not load
  • 269: (Thanks John!) Is it possible to combine Bolt, Overload, and Indigestion in fight with Angler?
  • 432: Continue arrows are broken
  • 250: (Thanks Tron!) Feint ability only allows one die to be rerolled
  • 374: Silk cut is not recognized as a sword by Swordmaster
  • 182: DQI Preview: Map icons aren't grayed out in IE
  • 325: When an enemy is affected by multiple status effects, the second indicator appears behind the abilities icon
  • 185: (Thanks Sean!) When site is restarting because of updates, there's no appropriate error message explaining what just happened.
  • 383: Game play screen not loading in Safari on private browsing mode
  • 316: Set piece fight on page 700 doesn't expose mechanics adequately
  • 319: Styraxian Steed has two placeholder abilities.
  • 305: Items "Home Brew" and "Stink Bomb" have missing abilities
  • 318: Spore Bombs (1 use) has a placeholder ability
  • 281: Trading herbs with Tanner doesn't let you have more than one of each type

DestinyQuest Infinite 1.3 (July 4, 2015)

  • 257: Rogue pickpocket "take 20 gold crowns" option not working
  • 278: Pickpocket skill activates on trading herbs in Tanner's shop
  • 393: Combat: “Chris is rolling for speed” should read “Chris, roll for speed.”
  • 371: Count/Countess fight broken
  • 370: Fight with The Giant doesn't let you select Fire Sprites as targets
  • 384: Combat with multiple enemies won't let you attack anyone but main enemy
  • 321: addBonus only correctly applies bonus for main enemy; also, the visual shows +0 and empty box
  • 299: Immunities don't work with abilities that cause damage at combat start

DestinyQuest Infinite 1.2 (May 1, 2015)

  • 346: Safari demo doesn't play background music
  • 295: Lansbury and Mathis fights shouldn't automatically give you ability
  • 146: Dark Arthurian necromancers should not say 'Necromancer m'
  • 285: Combat doesn't work (Roll button disabled) with a Mage/Medic
  • 291: The option to trigger Iron Will appears at the wrong time
  • 301: Broken image & italics on page 634
  • 357: Shield spin does twice as many dice worth of damage as it should
  • 344: Music not playing in beta demo
  • 345: (1) Music in title screen doesn't come back if turned off and back on, (2) Music isn't playing during game except during combat.
  • 356: If Cavalier retaliates and kills an enemy before you can roll for damage, the player can no longer do anything (game is stuck)
  • 355: In fights with multiple enemies that all attack you, when one is defeated, it still rolls for damage
  • 303: Using Shield Wall ability wrecks battle program
  • 311: Field Medic ability not working in Gull portion of fight
  • 218: Music stops playing after combat
  • 148: Lansbury's shield should not be selectable in combat
  • 147: Scarron fight broken (Avian's shield on the wrong side, and other related issues)

10
StoryLab / StoryLab Tutorials
« on: May 04, 2015, 04:01:59 PM »
The latest tutorials for StoryLab are at http://adventurecow.com/storylab. Have one you want to share or have a request? Post here!

11
StoryLab / StoryLab Tutorials - Mini-story 1: Lock & Key
« on: April 27, 2015, 06:04:43 PM »
Here's a Tumblr and videos (linked in the post) about making a simple game in StoryLab:

http://adventurecow.tumblr.com/post/117547432366/storylab-mini-story-1-lock-and-key

Enjoy!
Chris

12
StoryLab / Experimental Macros - what are they?
« on: April 20, 2015, 04:09:31 PM »
Experimental macros are a way for us to test some of the new macros without having to put them through extensive and thorough review and testing. You can enable them through the Experimental library here in your Story settings page:



What's in there? Well, here's the details:

4/10
Image Map: A macro for adding a clickable image map
Random Response: A macro for choosing one response of many to display randomly.
Timed Jump: Want to force the player to make a decision? This macro will take them to another page if they don't choose within a certain time.

Thanks to Devi for suggesting these! Have a macro you'd like to see? Ask here!

13
StoryLab / StoryLab 2.0-beta - Latest Updates (July 4, 2015 Changelog)
« on: April 06, 2015, 12:06:10 PM »
Here is a list of fixes and updates for the latest versions of StoryLab.

StoryLab ??? (TBD)

Bug fixes:
  • 421: Links in preview or play mode for non-DQI stories don't work (applies to /p/[page] URLs and standalone player)
  • 423: Error when you click on Edit Title/General on a story

StoryLab 2.0-beta (July 4, 2015)
The Gamebook edition is here! Make your own gamebooks with the new StoryLab. Learn how to make your own from our guide.
The new StoryLab is still in beta - please send us comments and we'll do our best to add features and fix bugs!

New features:
  • Gamebook support! We've added a set of QuestForge extensions - support for commonly used gamebook functionality.
  • Inventory pick up and drop
  • Keywords
  • Dice rolling
  • Stat checking
  • Fighting Fantasy-style combat
  • Customizable story sidebars

Playable demos:
We've added two new tech demos, featuring excerpts from winners of the 2014 Windhammer prize! To learn how to make gamebooks just like these, check out our brand new manual.

Bug fixes:
  • Fixed an error preventing users with custom scripts from editing their stories.
  • Fixed an error where people couldn't play stories on mobile.
  • 414: [General] Non admins cannot turn on Questforge script extensions
  • 412: Occasionally reader doesn't load
  • 407: If we add sideContent to a story, it'll take one refresh before the changes register


StoryLab 1.1 (May 27, 2015)
v1.1 - the Big Bug Fix version. Just released!

New features:
If you want to check out all the features in pictures, check out our album.
  • We've updated the StoryLab tutorial page add a lot more info and also added a tutorial on how we built a complete game, Galileo's Experiment!
  • We've also updated the home page you see when you start StoryLab.
  • You can now delete stories!
  • Start & orphan pages - pages that aren't linked - are now highlighted in a different color.
  • You can now restart games in the game player.
  • We’re testing out a new feature - custom macros - with a few select users.
  • Updated JSON backup and restore: you should be able to restore a 900+ page story in less than a minute.
  • Experimental feature: Word count - see how many words there are in your whole story, to set goals and pacing. (Warning: may be slow if turned on)
  • Experimental feature: See pages that link to the page you're currently working on.
  • Experimental feature: Spell check (and the other experimental features) can now be turned on and off.

StoryLab bug fixes:
  • In previous versions, we were showing the "conjuring page from ether" message more often than we intended. This has been fixed.
  • 360: Double-clicking on macro tokens should trigger macro-specific functionality (continue should go to next page, etc.)
  • 351: When making a new story, the first page text mentions an example that isn't there
  • 348: Spacebar/enter at the right edge of a macro token doesn't work.
  • 352: Can't copy StoryLab text and paste it elsewhere
  • 368: Story doesn't open in editor (QuestForge 2)
  • 332: Can’t see switch macro details when it’s expanded
  • 361: Clicking on [edit] on a particular page does not open that page to edit
  • 328: Double-clicking the Print macro token opens a box that doesn't do anything
  • 367: If you closed your current tab, going back (by double-clicking on a link) doesn't work
  • 369: Multiple clicks on Create New Story In StoryLab link make new stories
  • 365: Macro property box persists after travelling to new created page in editor

Sitewide fixes and features:
  • Adventure Cow is now open registration! To forestall an influx of robot signups that we've had in the past, all robot (and human) registrants must pass a basic Turing test to sign up for the site.
  • Updated site to be more clear about what games are on an external site
  • Updated tabs at the top of adventurecow.com to highlight store and learn when in the appropriate sections - If you go to a store/learning page (StoryLab, the DestinyQuest Infinite purchase page), the tab at the very top of the website should change.
  • You can now sign in with any capitalization of email address.
  • Fixed the profile view - no more of this mess.

Internal updates:
  • Updated libraries (web2py) to the latest version
  • New automated tests to catch big bugs (thanks Jessica)

StoryLab 1.0 (April 10, 2015)
v1.0, our first full version, with major bugs fixed and the new page tree!

Bug fixes:
  • 309: Editor adds extra linebreaks to the end of the story after every save (and saves right after load, even though nothing's changed
  • 245: Drag and drop of macro token entites breaks those entities
  • 231: Macro label text can be edited
  • 232: Pasting text into other text sometimes produces extraneous spaces
  • 263: <<back>> macro does not work

StoryLab 0.2 (January 31, 2015)
v0.2, the official HackTrin edition, incorporates custom macro support for hackathon participants.

StoryLab 0.1.1 (January 30, 2015)
v0.1.1 features some bug fixes and updated tutorial docs.

StoryLab 0.1 (January 28, 2015)
v0.1, our first version, is live!

14
StoryLab / What's StoryLab?
« on: April 03, 2015, 05:55:39 PM »
StoryLab is our brand new visual editor for crafting gamebooks, Choose Your Own Adventure-style books and other interactive stories. The editor behind digital gamebook DestinyQuest Infinite, StoryLab is designed to be simple to use and easy to learn.

You can use it by creating a new story here.

You can also find a basic tutorial on StoryLab here, and ask questions through our forum.


StoryLab was born April 10, 2015, after many years of research building DestinyQuest Infinite.

--

Originally from: http://adventurecow.com/learn

15
DestinyQuest Infinite / So what exactly, is DestinyQuest Infinite?
« on: April 03, 2015, 05:48:38 PM »
DestinyQuest Infinite is our first gamebook! It's based on the DestinyQuest gamebook series by Michael J. Ward.

You can check out screenshots, a trailer, the latest news, and a free demo here.


Pages: [1] 2 3 ... 5