News

Welcome!

Jesterbox.net is now live as the go-to information hub on all projects for Jesterbox Creations, bringing together all the strands of social media and devlogs and providing links to all our various multimedia! Consider it connectivity a la carte, a means to stay in the loop through whatever medium best suits your style. There’s the Twitter and Facebook links for those who like to be on the pulse of things, our Tumblr blog for those who like to keep up with the latest work-in-progress screenshots and video (which also appear on our Youtube channel) and also my running devlog at TIGSource for those who want a more in-depth (read: rambling) insight into the production of my current project, Thunder Highway – something for everyone!

Charting Ahead

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There’s something to be said about maps. I’ve always loved them, ever since I unearthed the gigantic atlas in my grandfather’s attic, revealing maps from all eras of history and how they shaped the world around them, as much as they depicted them. I was most fond of the oldest maps where parts faded into terra incognita, vague estimations of rumored landmasses shrouded beyond the fog of discovery. In many ways, games present similar forays into those parts unknown, final frontiers of adventure which have become all but lost in the modern world. A chance to roll back the horizon a little, and explore undiscovered lands.

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Often it falls to the game’s map to convey the essence of the game as much as the lay of the land. Thief: The Dark Project revels in its challenging minimalism, while Mass Effect employs its map as the main trunk of narrative control. Whether a map spells out the paths boldly or offers the player more subtle direction, maps embody both the aesthetic of a game as well as present the player its lore, opportunities, and choices.

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Those choices represent the player’s journey through a story, their ownership of strategic decisions that create a lasting memory of their personal campaign. The more distinctly the choices allow a player to differentiate their decisions from another, the more unique the experience. The delivery of the player’s choices then is the very heart of game design, whether the narrative structures are linear or offer branching opportunities for the player to explore.

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Presenting evidence of those choices is something Jon Ingold mentions as key in his GDC talk on innovation in interactive fiction, reflecting on inkle’s pursuit of engaging branching narrative. To underline the significance of the player’s choices in Sorcery, he says they used the map to both chart progress through the plot as well as to demonstrate visually where branches opened and closed by the selections made. That has a powerful impact on a player’s sense of agency, where they witness the world impacted in a meaningful way by their choices.

The power of maps is not to be underestimated, just as in real life: where the fall of a line “here” rather than “there” results in events unfolding beyond the humble means of their origin. So too the maps that game developers toil over in their editors begin to seem like battle plans, with lines drawn to chart emerging paths and trigger the unfurling of new history. In truth the maps in games are twofold: partially obscured from the player, ruthlessly devised and brimming with hidden potential; and partially left open for the player to fill in for themselves according to their own plan, just as those faded maps of my grandfather’s tome invited explorers to complete them.

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Lately I’ve been pondering the significance of Thunder Highway’s map mechanics, and its parallels to worlds both real and imagined, which is what led me to this musing entry. There’s much still to be charted for both story and history, and the way ahead is far from set, but with every crested hill the landscape becomes ever more clear, both in mind and in game.

Setting the Stage

Since it’s come up often, let’s talk about setting in #ThunderHighway !

The year is 1958. The Cold War is rising, the Space Race is at full speed, and the Pacific has become ground zero to the world’s nuclear tests. Regional tensions smolder close to flashpoint, and the jet age dawns in atomic flare. Events on the surface echo down into the abyss, however, and an unknown threat emerges from the deep…

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You play as the commander of a US Navy flight, leading a unit of four aviators from the carrier USS Revenant, on patrol along the DMZ when events begin to spiral out of control. Unconfirmed sightings, strange radar readings, and a civilian population growing hysterical as the regional powers escalate amid mutual distrust.

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It will be up to you to charge headlong into the deteriorating situation and neutralise the emerging threats, both monstrous and human. Since this is a shoot-em-up (or shmup) this will obviously involve a lot of shooting with various cannons, missiles, and the more experimental weaponry that you’d expect from a sci-fi B-movie adventure, but the action certainly won’t end there, with various other gameplay objectives planned.

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But more on gameplay another time. Thanks for following!

 

New kaiju concept

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Thunder Highway has enlisted the talent of Oskar Alvarado to flesh out some new creature designs! He’s a very experienced concept artist and 3D animator, and I’m so glad to have him on the project to provide a unique and polished quality to the game’s monsters. Here we see an early sketch of a concept that we’ve been developing for a new creature: one that might evolve between various stages as the game progresses, leading to new gameplay scenarios and tactics. Just one of many factors being considered to keep Thunder Highway exciting all through the singleplayer campaign!

Prototype gameplay video

 

Fly a jet, fight kaiju, and save the world in a B-movie-inspired top down shooter set in 1950s southeast Asia, fending off a cataclysmic monster attack!

Jesterbox Creations is proud to present the work-in-progress prototype for Thunder Highway! Follow along for more updates as the game develops.

(Assets are placeholder and do not represent final quality or design. The reel is taken from the playable prototype recently debuted at the local demo night.)