I recently programmed a browser minigame for my Nocturna project. Narrative framing makes what is essentially a randomly-generated set of HTML elements into a game with the potential to generate enjoyment, to entertain.

A simple randomly-generated grid of squares becomes an environment via this narrative. I situate a controllable character (an audience surrogate of sorts) with skills within the map, introduce conflict in the form of enemies that can kill the player, and a create goal in the form of a treasure to be found.

Certain elements strengthen the illusion: squares are turned into terrain through design (pixel art backgrounds) and programming (making some tiles impassable).

Flavour text and varying powers give the characters personality.

I have a taste for the ambient and more optimistic; I don’t like depressing themes because god knows real life subjects me to enough of that.

  1. My semester in America: allowing others to access the photos of my trip in a nonlinear fashion to experience it as I did, with the feeling of having a wealth of choices lain in front of one.
  2. A big puzzle that leads you across the night sky to the “goal” via a set of clues: Interactivity emerges from the player’s clue-deciphering process.
  3. Web design-based game: an intriguing website with hidden things, simulating the experience of escaping a room or finding a treasure. The web divs are like the cupboards and drawers that one “opens” (interacts with) in search of items. Some knowledge of web formats.
  4. A game that grows as more people play it: Maybe they leave some information, they input something, add something, and the programme mixes that into the content.