September 8, 2011
by Zakelro!
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The Immediate Future

Looking back over the news updates, we realized that things have seemed very quiet at Zakelro! this year. However, nothing could be further from the truth. We may not have been externally active, but internally things have been hopping! And we have every reason to believe that very soon we’re going to have cause to update the Zakelro! news page far more frequently than ever before.

It all begins as we scramble to prepare for a big announcement as early as the end of the month.

In preparation for our imminent extraversion, we’ve unleashed an updated theme across the Zakelro! network. It’s lighter, cleaner, and scales down quite nicely to mobile screen sizes. It also contains a clue about our upcoming announcement. Can you find it?

We’re still tweaking details and adding functionality, so be sure to chime in and let us know if anything looks askew, or if you’d like to see something new–feature-wise, that is.

February 7, 2011
by Zakelro!
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Corvus & the IGDA

Corvus has just announced his candidacy for the IGDA Board of Directors. You can read his candidate statement here and follow his campaign on Facebook.

Corvus is dedicated to the sustainable health of the game industry and its employees and strongly believes that the IGDA is the best platform from which to effect the changes necessary to ensure it. He is excited by the prospect of serving the IGDA membership alongside the IGDA’s current Board of Directors and hopes you will engage with him on his campaign site or Facebook page and share your thoughts about the state of the IGDA and the industry.

February 5, 2010
by Corvus
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AddiCube Kickstarter Launch

Zakelro Story Studio is excited to announce AddiCube, a game we’re developing in collaboration with The Wasabi Project.

AddiCube is a casual flash game that is part virtual-pet game, part resource-management simulation. To reflect our commitment to transparency and education, both studios will be sharing all details about the development process, including our legal documents, design documents, and numerous personal anecdotes about the collaboration. Upon release, all art from AddiCube will be available under a Creative Commons Attribution license and the code will be available under an MIT license.

Our funding model for this project involves contributions directly from our community via Kickstarter. In addition to releasing the game for free once we’ve reached out funding goal, we’re also offering fun rewards to all levels of contribution, from $10 to $250. As a special thanks to the $250 level contributors, we’re offering to include a logo and link on the loading screen of the game. This is a great opportunity for you to show your support of indie game development. As we intend to distribute AddiCube on Kongregate, New Grounds, and other Flash game portals, this is an affordable opportunity to promote your studio, business, or web site.

October 1, 2009
by Corvus
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HoneyComb Engine Launch

Zakelro Story Studio is overjoyed to announce that after a long period of beta testing and revision of the HoneyComb Engine, the handbook is now available online as a rough draft at honeycombengine.com. Free PDFs of the LifeWheel character sheets and Heroic Influence cards are also available for download on the site.

The HoneyComb Engine site provides forums where we are actively seeking feedback on the rough draft. We plan on taking all comments under consideration as we begin our revision of the printed edition of the handbook. Additionally, all the changes, additions, and new art will be folded into the site content as we edit. By the time we are ready for publishing, the entire text of the handbook will also be freely available online.

The HoneyComb Engine site is not even 24 hours old and already we’re ripping the guts out of the site and replacing them with something more suited to our long term needs. We’ve started by implementing a forum system that is considerably more robust.

Our next step is to replace the front-end and integrate the look and functionality of the entire site.

September 25, 2009
by Corvus
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HoneyComb Engine Impressions

Travis Megill shares his impressions of the HoneyComb Engine play-test that spawned the Kiai-Megill Variant, which will be included in the introductory manual:

I found myself emotionally involved in the story, and instead of being confused and hindered by the rules, which I expected as a first time player, they were motivating. While waiting for my character’s chance to speak, I thought about what my character would do in the situation, and then used the framework provided by the HCE to build my responses as part of the larger story being told by the other participants.

You can read the rest of Travis’s impressions on his blog, The Autumnal City.

September 24, 2009
by Corvus
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Edge Interview with Corvus

Chris Dahlen interviewed Corvus about the HoneyComb Engine for Edge. In the interview Corvus talks about what makes our RPG system different from other systems.

A lot of systems, particularly Dungeons & Dragons, are designed around, ‘How can we keep everybody from doing crazy things.’ My system is more designed to say, ‘How can we enable you to have a really awesome story experience?’

You can read the full interview at Edge.

September 13, 2009
by Corvus
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NDN Interview with Corvus

The Narrative Designer’s Network interviewed Corvus for the launch of their new site. In the interview Corvus talks about his storytelling background, our upcoming RPG system, the HoneyComb Engine, and how storytelling with game mechanics requires a new approach.

Video games contain the potential to change our notions about storytelling in far greater ways than any medium before it. I contend that it will change them to such an extent that our notion of story will be completely transformed. Ironically, I also believe that this new storytelling form will be virtually indistinguishable from the earliest culture’s storytelling forms, which consisted of the performative and participatory rituals that evolved into what we call playground games today.

You can read the full interview at the Narrative Designer’s Network.

February 23, 2009
by Corvus
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HoneyComb Engine: Rev03

An inhabitant of Taeompei's TombThe HoneyComb Engine: Rev03 is a participatory storytelling system that provides a role playing experience unlike any other. Designed from the ground up to focus on rich participatory storytelling rather than the simulation of reality or on complex mechanics, Rev 03 stories feel more like traditional folklore. And, like folklore, all the people involved in the storytelling experience have a significant impact on the creation of the story.

A Life Wheel prototypeRev 03 can be tightly integrated into your storyworld, as it represents an elemental cosmology that can be discussed without ever “breaking character.” This decreases the amount of time spent explaining rules before playing, as novice storytellers are able to explore the system while they explore the world. The system is also designed to be as accessible as possible, with only a single ten sided die and basic math skills needed.

Rather than serving as mere records of mathematical data, the Rev 03 character sheets, Life Wheels, represent the flow of elemental energy into and out of the characters as they exert their wills upon the world. This approach provides a compelling kinesthetic metaphor for character interaction that serves to bring storytelling and character closer together, rather than turn the character into an abstract collection of statistics and data. Furthermore, the Life Wheel design lends itself well to a wide variety of craft-based interpretations. Storytellers may fashion their own personal Life Wheels using embroidery, wood carving, paper folding, or even LEGO™ building blocks.

HoneyComb Engine: Rev 03 will be published for free online, and as an electronic and print-on-demand manual. Life Wheel patterns will be made freely available, and Life Wheel craft kits may be made available for purchase. Electronic storyteller tools to assist with the creation of stories will eventually be made available as free and open source software.

February 17, 2009
by Corvus
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365 Project

View more images of the 365 Project on Flickr.

Rachel began the 365 Project as a contribution to a Flickr group. The challenge was to create a patternless knitting project and add to it every single day for a solid year, posting pictures as evidence.

At the onset, Rachel decided that her project would not be limited to two dimensions, but reach out in all directions, evolving organically as she progressed. And as the project evolved, it became apparent that it would serve as a diary of her year. One portion of the sculpture brings Rachel back to a vacation in San Francisco, a scrap of yarn from a scarf she knit for her mothers, provides a gateway to memories of interactions they had while the project grew.

Early in the project, Rachel decided to use predominately mohair yarn and this limitation proved to be a catalyst for creativity and the project took on a very organic, almost aquatic feel. Other members of the Flickr group began sending her scraps of Mohair, and the occasional bead, for inclusion in the sculpture, turning the end result into a community effort.

Rachel’s experience with this non-traditional form of storytelling has led us to explore the idea of storytelling as a lifestyle, rather than vocation or expression of language. It has also led to to think about ways we can incorporate other crafts into our storytelling efforts, from the Drachurae Cycle RPG to an exciting unannounced project we’ve just begun to work on.