Dicky Mint was a sailor. A sailor with a very, very big nose. His name was Dicky Mint because once upon a time he got his dicky bow stuck in a bowl of very very sticky mint ice cream. Spyglass Guides has some great information on this game.
DS etc Adventures
Where Am I ?
On the Horizon
Mad For Text !
Translations Please !
What is an Adventure Game ?
The QUIZ PAGE
A Tour of the Indies
Go TO ... News
Gelert: Different format aside, how does this remake of Lifestream
differ from the original?
Chris: The new version of Lifestream is the definitive form. Whilst the
basic storyline remains the same, there is added detail to it -- I have expanded
the plot in several areas. Gameplay has been extended as well. Several existing
puzzles have been tweaked and new puzzles have been added. The remake is
longer than the original and featues a more cohesive story that answers a lot of
the questions left in the original game.
Gelert: Okay. Well, finally then Chris, I'll ask you this. What is it that
makes Storycentric Worlds stand out from existing interactive fiction
game engines? Why should developers consider the switch?
Chris: Storycentric Worlds features several advantages over traditional
interactive fiction game engines. First and foremost, there is no text parser.
Whilst existing fans of the genre may find this a little disconcerting at first, I
believe that they will quickly understand the advantages of this decision.
Namely, it makes these types of games far more accessible to a general
audience. No longer do players have to type in commands and deal with
misspellings, incorrect wordings and other issues that are common to the
genre. Instead, a series of context-sensitive multiple choice options allows players
to focus on gameplay, rather than wording their actions perfectly.
Because of the lack of a text parser, Storycentric Worlds games work well
on mobile devices -- Both phones and tablets. This highlights the engine's
biggest advantage: Storycentric Worlds is compatible with iOS and Android,
in addition to the PC. Ports to Mac, Linux and HTML5 are also possible
and will be considered in the future.
All of this collectively means that Storycentric Worlds games will appeal to
-- and reach -- larger audiences than traditional interactive fiction. This
will result in greater publicity and, hopefully, success. Lastly, Storycentric
Worlds games are quite easy to make. There are no complicated editors to
learn and engine scripts are extrremely easy to write , even for those without
prior programming experience. Because of this, authors can focus on what really
matters in development -- the gameplay and storyline.
Gelert: All that remains for me to say is "Thankyou Chris". And for
granting myself and Adventure Point this informative interview.I'm sure
that adventure gamers everywhere will follow, with eager anticipation, the
successful evolution of Storycentric Worlds over the coming months.
cont'd on page 3
Page 2 of 3
Interview with Christopher Brendel
by Gelert, Apr. 19th, 2016
And concerning the exciting new remake of his classic
A new next-generation text adventure series