User:Thijshijsijsjss/PTMoMNBM/Human Parser: Difference between revisions
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'''What do you want to make?''' | '''What do you want to make?''' | ||
''Human Parser'' is a project around a Choose Your Own Adventure (CYOA) style game that is an exporation of the disassociative feelings caused by mental illness and neurodiversion. This exploration is abstract yet intimate, stemming from personal experiences of myself and others. | |||
The gameplay content is yet to be determined, but is inspired by old text adventure and retro games. It will likely contain 2D 'pixel art' visuals. The starting point for the game is digital, but based on testing during development, elements or everything might turn physical or immaterial. | |||
The game is accompanied by a physical game manual, providing insights into the game and adding more thematic cohesion. It might contain visuals taken and / or re-imagined from the game, guides for gameplay, behind the scenes info, but also a broader exploration of the theme through e.g. interview snippets. | |||
'''Why do you want to make it?''' | '''Why do you want to make it?''' |
Revision as of 10:07, 9 October 2024
Disclaimer: despite being lengthier, more detailed and perhaps even more ambitious in scope and captured interests, this is still a Project that May or may not be made. Don't forget that, Thijs!
A parser is an interpreting agent -- what is a 'human parser?'
A human parser is an interpreter that happens to be a human agent
A human parser is an interpreter that parses humans
A human parser makes the act of parsing, or interpreting, human
What do you want to make? Human Parser is a project around a Choose Your Own Adventure (CYOA) style game that is an exporation of the disassociative feelings caused by mental illness and neurodiversion. This exploration is abstract yet intimate, stemming from personal experiences of myself and others.
The gameplay content is yet to be determined, but is inspired by old text adventure and retro games. It will likely contain 2D 'pixel art' visuals. The starting point for the game is digital, but based on testing during development, elements or everything might turn physical or immaterial.
The game is accompanied by a physical game manual, providing insights into the game and adding more thematic cohesion. It might contain visuals taken and / or re-imagined from the game, guides for gameplay, behind the scenes info, but also a broader exploration of the theme through e.g. interview snippets.
Why do you want to make it?
How do you plan to make it?
What is your timetable?
Who can help you?
Relation to previous practise
Relation to a larger context
References / bibliography