Storybricks Alpha Gameplay





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Published on May 7, 2012

A video where we show off the gameplay of the alpha version of Storybricks. It shows off the emotional behaviors of NPCs, how to use Storybricks to edit a character's reactions, and a complex story that involves a fair amount of NPC interaction.

A transcript of the discussion:

So in our previous video we really didn't communicate what was cool about Storybricks, what makes it different. So we're going to record a video here showing some of the gameplay. So what are you doing here Stéphane?

So what I'm doing here is placing characters in the world and I'm not using the bricks, we'll show them later. I'm just placing characters and each of them has it's own behavior, it's own role in the city.

But they are all boys?

Right now they are, we'll add female characters in future releases.

Is this the final graphics?

Oh no, this is just a toy world we use for testing.

Oh cool. So what are you doing now?

So I launch the game and you can see that each character, I didn't have to program anything. Each character has it's own behavior. Here's this noble that comes to me and talks to me. The guards patrol on their own. And there is a merchant here, I can interact with him. And the cool thing about this is that there are already a lot of interactions that are pre-packed, but I can also role-play. For instance I can decide to be angry at him and when I interact with him he'll understand that I am angry with him and he will react. And this is unique.

And now you're showing Storybricks, the actual Storybricks?

Yeah, a very simple example of how the bricks work. As you've seen, without the bricks you already have the basic interactions but you can design your own. For instance you have a generic citizen and citizens are usually happy and not confrontational. But you can add an interaction which you insult him, and he'll get angry at you when you insult him. And it's a matter of, well Sam is doing it, but it's a matter of a few seconds.

Cool, but I'm not really good at writing this stuff, can I just copy somebody else's? Just drag and drop?

That's the whole idea of Storybricks, it's very easy to port from one story to the other. You can even pick what you want. So here's our citizen, and a basic interaction, you see he's happy to see us. But if we insult him, he's angry at us.

And he will remember that? Like automatically you don't have to program anything, he has memory.

Well look at this, if you greet him again he's still angry. So here's another example, this was the simple stuff. If you want you can spend a lot of time on your stories. And here's a much more complex story. There is an irritable wizard and you can interact with him in a myriad of ways and for instance here I choose to pester him and he summons a zombie. Since you are very impressed you apologize and the he wants to become your friend. But this is only one of the way you can interact with him.

Can I play with my friends story?

It's online and the game is accessible to every player who wants to join.

What's happening now?

So it's another version of the same story. You are still interacting with a wizard but you make different choices. You don't want to apologize to him, you want to show him what you're made of. You have a magic wand and you can zap zombies. So you will use your wand.

But we don't have the animation for zapping people.

We'll get that and the special effects too, sorry about that.

No fireballs?

Why not?

Particle effects!

Particle effects and everything. So the guard is reacting to our interaction and we tell him, we can punch him if we want or we can put the blame on the wizard.

And he automatically understands? We don't have to script all these things.

So most of the stuff he can do by himself, in this story some of it is scripted.

Can we punch the guard?

Let's do that.

Do we have the punch animation?

Well he teleported us, he banished us to....

But it's really cool, I understand how to make a story. Oh, the wizard is there.

He's been banished. Hi wizard.

Thanks Stéphane, thanks Brian, it was really cool.

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