We are still looking for a gifted modeller / designer who has a sense for atmosphere and story-telling
Contact ThirtyMinutesStaff
Features
Basic concept of ThirtyMinutes is to achieve
a new level of interaction
a new level of game intelligence
The idea is to get rid of deterministic game concepts where everything follows the stimulus-response schema, the click and run, as one may put it. Predictability (in a way) is the core of the art of programming - but on the other hand it is what we mostly abhor.
To bypass annoying repetitions we have established various means:
intelligent randomization
a mastermind memory - the game is keeping record of the interarctions (so you won't have to repeat the same old story over and over again)
an evaluation system of intentions
The engine tries to understand what the player is doing. So there is nothing senseless in what you're doing. If you move around in a hectical manner, your environment would notice that. The people around would also wonder if you are running around with a gun in your hand. So - whatever you do, the environment will ask: What is he going to do?
So our motto is: Programming the unpredictable
News
11-20-04 - here you can see an mpeg-trailer, still 16 MB
Here you can read what it's all about. Really? How can I write a story when you are writing yourself, when you intervene, when it is your story in the end?
Telling the story would be much more like asking questions: What would you do when you see your face in the mirror, but you don't feel that it's you?
There are a few probabilities at least. The place where you wake up is the apartment of a psychoanalytic. But there is somebody else, who threatens to kill you in the next thirty minutes. Very probable that this person wis one of your patients. Ok, there is a revolver, but this is not a very suitable protection if you don't know who the enemy is. The only chance you have is: think.