|
|
|||||||||||||||||
|
|
|||||||||||||||||
| PocketCharms was designed as a technology showcase for PacketVideo's streaming MP4 video technology. | |||||||||||||||||
|
|||||||||||||||||
| In PocketCharms the player controls a good luck charm assigned to help the well-meaning but clueless inhabitants of CharmCity. Here are a few of the characters the player meets. | |||||||||||||||||
|
|||||||||||||||||
| The player begins as a lowly Grub but quickly evolves into one of four Charm types: Career, Fortune, Love, or Fame. | |||||||||||||||||
|
|||||||||||||||||
| How the player evolves depends on what kind of advice he gives out during the course of the game. There are no right or wrong answers. | |||||||||||||||||
|
|||||||||||||||||
| The player gets a unique item each time he helps someone. One of these items must be selected to solve the episode. It's not always clear what the items represent, however. | |||||||||||||||||
|
|
|||||||||||||||||
| To find out, the player must watch a streaming video clip for a clue to the item's significance. Players also get a new "fortune cookie" video each day featuring their PocketCharm, to encourage them to come back and play the game. | |||||||||||||||||
|
|||||||||||||||||
| Below are some of the scenes in the game. Each scene is a custom bitmap generated on the server. Characters appear and disappear from the scene based on the player's actions. | |||||||||||||||||
|
|||||||||||||||||
|
|||||||||||||||||
| Before and after at the world headquarters of DotBomb corporation... | |||||||||||||||||
![]()
|
|||||||||||||||||
|
|||||||||||||||||
|
|||||||||||||||||
| It took three months for me to write the complete PocketCharms script. There is a lot of situational humor and satire in the game. Here are a few items of interest in the final episode, My Evil Twin: | |||||||||||||||||
|
|||||||||||||||||
|
|||||||||||||||||
| All content for the game was created in XML format using the open-source Merlot XML editor. David Brackeen created a set of Java plugins for Merlot that allowed me to rapidly position images within a scene, saving weeks of production time. The entire game took 5 months to produce. | |||||||||||||||||
|
|||||||||||||||||
| Below is Antonio Sanchez's original concept sketch for the PocketCharms themselves. | |||||||||||||||||
|
|||||||||||||||||
| Here is my original sketch, doodled on the menu of a Japanese restaurant during dinner, that was the genesis for the game. Note the alternate game names. | |||||||||||||||||
|
|||||||||||||||||
| PocketCharms Credits | |||||||||||||||||
|
|||||||||||||||||
|
|
|||||||||||||||||
©2002 Tom Jacobson. All rights reserved. |
|||||||||||||||||