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She’s coming…

What do you get when you put horror writers with a game developer? Silent Dawn: Asylum.

maja 3Back in January, our friend, Steve, asked if we’d like to work on a project together, creating a choose your own adventure game. Intrigued, we agreed. We’re always up for new challenges. If Neil Gaiman can be known for multiple creative outlets then damn it, so can we. We used to love playing Granny’s Garden on the BBC computer when we were kids, and Indiana Jones and the Fate of Atlantis, so to be given the chance to make our own was something we couldn’t turn down. In April, we finally got round to starting it. Steve showed us the programme – Twine – and how it worked. You could create different paths and have them link back up. Or not. You could have different endings, choices. And in ours, you can die. We are horror writers. If you were expecting a happy ending, you haven’t been paying attention.

bubblesWe sat there for a while trying to think of a setting that would make for a great game with plenty of paths and choices. It had to be dark and creepy. We came up with several then discarded them for not being complex enough. Then we realised we had one: Silent Dawn. In the book, the characters play a game called Silent Dawn: Asylum, where they have to find missing kids, while avoiding Silent Dawn. We thought it would make a great game. Why come up with a new idea when we already had a game written out, begging to be played? We’ve always wanted to create the game, but we know nothing about coding or game development. Even the sight of code sends our brains into a panicky meltdown. Luckily, Steve likes coding. Some readers had mentioned to us that they would like to play the game from the book. Your wish is our command! This is the opening scene:

            The legend of Silent Dawn dates back centuries. It changes over time and in different countries, but one thing always stays the same: wherever she appears, children go missing. Some say they become her puppets, others say she kills them and feeds off their life force to sustain her immortality. But whenever she takes them, they’re never found. Silent Dawn has returned, but this time, she has a helper.
Children have gone missing and clues lead you to the woods surrounding Nightshade Asylum. One of the patients is being controlled by Silent Dawn and has taken the children. You must collect all the patient records and work out which patient is her puppet. Find the children. Before it’s too late.

majaWe now go round Steve’s every week to add to the game. It’s taken several three hour-long sessions and we’ve barely begun. It took two or three weeks to get the character out of the woods to the asylum! That’s probably about 15 minutes of game play. There are different paths, dead ends, multiple deaths and so many variables, depending on the character’s actions. The list of variables grows every week, including character injuries and whether or not they try to mess with the game. We feel sorry for Steve having to code them all. The game starts off fairly linear, but when you reach the asylum, dear god does it go crazy. It will allow for multiple play-throughs, where you can take a different path every time.  There are checkpoints, so you don’t have to go back to the start every time you die. But…you have to find them. You didn’t think we’d make this easy for you, did you? We’ve even hidden some traps that will allow players to try to break the game. And get punished for it. Lynx is even getting the hang of some of the coding. Cat keeps accidentally putting YouTube links in. None of us know how she does it.

maja 2We’re really excited about it. It’s refreshing to do something creative that isn’t writing short stories or novels. It’s different. It’s also nice to work on a creative project with someone else, where we can share ideas and feed off each other’s creativity. Steve comes up with some of the ideas when our brains misfire. It’s given us something different to focus on, to look forward to. We don’t know when we’ll be finished yet – we’ve just got the character into the asylum – but it will be available on Twine. And it will be free to download, or with an option to make a very small voluntary donation. Steve’s cat, Maja, and his fish, Bubbles, are project managers. Bubbles doesn’t contribute much, and Maja is more intent on sitting on the router and standing on the keyboard, but we appreciate their support. 

There have been a few mini meltdowns, which happens when we work with technology. Mostly, the keyboard has a mind of its own and it seems to hate Lynx. She’ll be merrily typing away and then it’s like someone’s holding down one key. She tries to delete it and it deletes everything she’s written. We figured out Cat’s phone was causing some of the problems – it’s a wireless keyboard, and if Cat was on her phone, the keyboard would go crazy – but it’s not responsible for every hiccup. Steve’s going to buy a new keyboard and mouse before we launch his out the window. He’ll keep the current one for coding. It obeys him.

You can keep up with weekly developments on our Instagram Stories. If you want to know what the game is like, you can buy Silent Dawn.

If you go into the woods today, you’d better make sure you don’t die…

twine

SILENT DAWN TAKES YOU

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