Our latest news
We're happy to announce that the third part of the Sorcery! saga will be hitting Steam, Humble and Green Man Gaming on April 5th, bringing desktop player's up to date with the story.
We'll be talking a bit more about the game in the next inklecast, but for now, here's the trailer to whet your appetite:
A wilderness to explore
Sorcery! Part 3 takes the adventure out into the wilds of the Kakhabad, a land of deserts, grassy plains, forests and swamps - and it transform the game from a linear story into a fully open-world experience. Go from anywhere, to anywhere, by any route you can find; backtrack to find every secret or plough your way forward - and with the aid of ancient magic, even reshape the landscape through which you travel.
Open world design, story-rich content
But being open world doesn't change how the game is played: its still rich with characters, stories, traps, monsters and peril. Everything that happens in a Sorcery! game is bespoke and unique, and Part 3 is the largest Sorcery! game to date, the size of Parts 1 and 2 combined.
Can you survive Kakhabad, cross the Horns of Xamen and Lake Ilklala? Will you travel fast to evade capture, or hunt down and destroy the Seven Serpents dispatched to end your journey? Will you explore the ancient land through magic, or leave the past untouched? All these choices, and hundreds more, will carry over in Part 4 and alter the stakes in the story's conclusion.
Next week is GDC, and Joe's going to be presenting a talk about our scripting language, ink, that we use here at inkle to write massively-branchy content in a way that allows writers to get on and write.
We've been using and developing this language for four years but as of yesterday, the language is now available for all to use. We've decided to go open-source, with all you'll need to plug ink-scripted content into Unity projects. You can grab it on GitHub, right now.
We dig into its clever real-time, multi-character conversation system, and talk about how it plays and (maybe) how it works, before our own conversation branches into dialogue systems in general. Take a listen and see what we thought, spoiler-free.
In this week's inklecast we get lost in an intractable problem of all creative work: what to call your game once you've finally made it.
Is it possible to sum up potentially years' of work in two to three words? Or should you just put two other words together to make a new one? Have a listen to the inklecast, and find out.
Meanwhile, if you'd like to see a little Sorcery! in action, including some good commentated demonstration of the combat, we've been enjoying SplatterCatGaming's Let's Play series.
To celebrate, we've recorded a special episode of the inklecast talking about how the game. We cover how the game came to be, how we developed it and how it changed along the way.
Welcome to the inklecast, bite-sized snippets of game design. This week: how do choices help you roleplay, and are Bioware games just a quiz with the answers already pencilled in?
This one's gone up a day early, as cast-master Tom is at the Global Game Jam in Oslo tomorrow.
And with next week seeing the release of Sorcery! for Steam, so we're considering a Sorcery! special. Let us know in the comments or via Twitter if you have questions. (But, please, no "how do you visit the Gardens of Briar"?)
Welcome to the inklecast, episode two! This week's bite-sized chat is about choices - are they worth it, or are "analogue" controls in a game always better?
We teased this a few days ago, and now it's ready to go live - the first episode of the Inklecast is up! (And on iTunes!)
We've been meaning to do this for ages - at least, since Tom Kail joined the company and insisted that we should. The idea is simple - we get around a table, talk about interactive fiction, narrative games, game design or whatever else comes along, then cut out the best bits and put it up in bite-sized chunks.
For our first episode, we're talking about games that encourage players to rebel against the rules. Enjoy - and let us know what you think!
And here's an RSS-feed for those of you who like such things.
With writing on Sorcery! 4 now at fever-pitch, we took a little time out to talk to Rock, Paper, Shotgun about Sorcery!'s past and present. A few minor spoilers for Sorcery! 2 here and none for Sorcery! 4, but if you're interested to hear a little about the history of the project and how we go about designing it, this might be an interesting read.
As designers, we’re incredibly restless. We like trying new ideas, and in a way Sorcery has turned into our prototype testing pot for new concepts. As soon as we realised that Steve and the fans are happy for us to take it to new places, it’s been really fun to build on things.
The full article is here.
In other Sorcery! news, we've just had the final mix of Sorcery! 4's theme music from the composer and it's... jaw-dropping.