cinema-world · design bible

Rules

The loop, what she holds, what the player presses, what stops being their job, and the one structure every show in the game is made of.

The loop

The same six steps at every scale, from one oil lamp to a picture palace.

gather at a node  ->  carry the stack  ->  drop at a station
      ^                                            |
      |                                            v
 spend on the next tile  <-  sell or stage a show  <-  collect the output

What a show is

The single most important structure in the game. Design it once and all five eras are one game; get it wrong and they are five.

Show  = { instrument, frames: Frame[], light, venue, audience }
Frame = { image, beat, spot?, facing?, cast?, seconds? }

Eras 1 to 3 fill image and beat. Era 4 starts fillingspot. Era 5 fills all of it. The editor gains a half each era instead of being thrown away and replaced.

How authoring grows

EraEditorFills
1A tray of puppets, dragged into a strip of threeimage, beat
2A tray of painted slides, dragged into a strip of siximage, beat
3Twelve cels, drawn or bought, dropped into numbered slotsimage, beat
4The strip, plus a map pin for where the plates were exposedimage, beat, spot
5Walk the camera to the spot, turn it, cue the cast, crankeverything

One show per era

The same record five times, so the structure above is arguable rather than abstract.

Era 1 — The heron

#ImageBeatPitchSpotCast
1reeds, still2294 Hz——
2heron stoops1440 Hz——
3heron with the fish3196 Hz——

Shadow stage, lit by oil flame, played to children at the quay. Three frames and a held beat. The beat on the last frame is the whole joke, and it is the first thing the game teaches about timing.

Era 2 — The drowned crew

#ImageBeatPitchSpotCast
1a calm harbour3220 Hz——
2the squall2185 Hz——
3the squall2185 Hz——
4faces under water4156 Hz——
5a calm harbour3220 Hz——

Phantasmagoria room, lit by condensed lamp, played to the fairground crowd. Subject and mood both hit, so it pays 1.4x. Staged for the temple instead it pays 0.6x, and Sister Aldis closes it for a week.

Era 3 — The hammer

#ImageBeatPitchSpotCast
1held high1———
2tipping over1———
3swinging down1———
4halfway down1———
5nearly down1———
6on the iron1———
7bouncing up1———
8rising1———
9shoulder high1———
10drawn back1———
11top of the swing1———
12about to fall1———

Praxinoscope theatre, lit by limelight, played to the guild. Twelve frames that must close the loop. Eleven is a stutter the player can see, which is how the era teaches sequence without a word of text.

Era 4 — The horse, taken from life

#ImageBeatPitchSpotCast
1plate 11—Clockwork Lane racetrack—
2plate 21—Clockwork Lane racetrack—
3plate 31—Clockwork Lane racetrack—
4plate 41—Clockwork Lane racetrack—
5plate 51—Clockwork Lane racetrack—
6plate 61—Clockwork Lane racetrack—
7plate 71—Clockwork Lane racetrack—
8plate 81—Clockwork Lane racetrack—
9plate 91—Clockwork Lane racetrack—
10plate 101—Clockwork Lane racetrack—
11plate 111—Clockwork Lane racetrack—
12plate 121—Clockwork Lane racetrack—

Zoopraxiscope gallery, lit by daylight and magnesium, played to the guild. The first sequence taken from the world rather than drawn. `spot` starts being filled here, and Orso cannot explain it.

Era 5 — The ferry

#ImageBeatPitchSpotCast
1the ferry comes in1—The Reedbank, era 1 groundNenna, dockhands

Nickelodeon, lit by electric arc, played to the whole street. One shot, every field filled, standing on the bank where she dug the first clay. The map from era 1 is the location, which is the payoff for never closing a district.

Era 3's motions

What the drawing desk draws, a cel a position. Twelve in order close the loop; the twelfth leads back into the first.

MotionSubjectMoodPositions
the hammerworkinstruction1. held high · 2. tipping over · 3. swinging down · 4. halfway down · 5. nearly down · 6. on the iron · 7. bouncing up · 8. rising · 9. shoulder high · 10. drawn back · 11. top of the swing · 12. about to fall
a horsethe newsinstruction1. all four down · 2. hind legs push · 3. forelegs reach · 4. stretched out · 5. forefoot lands · 6. both forefeet down · 7. hind legs swing under · 8. all four gathered · 9. off the ground · 10. hind foot lands · 11. both hind feet down · 12. forelegs lift
a jugglerthe comiclaughter1. three balls in hand · 2. first ball up · 3. second ball up · 4. first ball at the top · 5. third ball up · 6. catching the first · 7. second ball at the top · 8. throwing the first again · 9. catching the second · 10. third ball at the top · 11. catching the third · 12. about to throw
a wheelworkwonder1. spoke at the top · 2. turned a twelfth · 3. turned a sixth · 4. turned a quarter · 5. turned a third · 6. turned five twelfths · 7. spoke at the bottom · 8. turned seven twelfths · 9. turned two thirds · 10. turned three quarters · 11. turned five sixths · 12. turned eleven twelfths
a birdfar placeswonder1. wings up · 2. wings starting down · 3. wings level · 4. wings pushing down · 5. wings down · 6. wings folded under · 7. gliding · 8. wings lifting · 9. wings level again · 10. wings rising · 11. wings high · 12. wings spread wide

A strip of one cycle's twelve positions in order runs smooth and pays ×1. A frame out of place, a missing twelfth or another cycle's cel makes it stutter, and it pays ×0.5: at the toy seller's and in the praxinoscope theatre. A disc of the rig's photographs is judged the same way, and each frame's sharpness counts too, averaged over the disc: sharp ×1, soft ×0.75, grey ×0.25. A grey frame also stutters.

After its first loop the guild commissions a motion, one at a time: a smooth strip of it looped in the theatre pays once, on top of the show, and the next opens.a horse: 60 coins, 20 wonder · a wheel: 80 coins, 25 wonder · a bird: 100 coins, 30 wonder.

What a show pays

coins  = base(instrument) * match(audience, show)
wonder = base(instrument) * match(audience, show) * novelty(showType) * dye(frames)

Novelty starts at 1.00, steps down 0.08 each performance and floors at 0.20. It resets on any change to the frame list. Each frame is a third of the wonder, and a dyed frame's third is ×1.65; dyeing a puppet in a show changes its frame list. Coins do not decay, so an old show at its floor is still a living — the newest show carries progress, the old ones pay the rent.

Match

The show hitsFactor
subject and mood1.4
subject only1.1
mood only0.9
neither0.6

Subjects: animals, work, disaster, the sacred, the comic, far places, the dead, the news. Moods: wonder, fright, laughter, reverence, instruction. The same show plays differently to a fairground and to a lecture hall, which is what keeps a small film worth making.

Audiences

WhoFromWantsMoodSeats
Children at the quayThe Reedbank steps, then wherever the show goes. Pay almost nothing and come back every single night. They are the novelty meter with a face.Era 1animals, the comiclaughter8
DockhandsThe Slip, after the ships are unloaded. Want to see their own job on the screen. The first audience that pays properly.Era 1work, disaster, the comiclaughter20
The templeAbove the Reedbank. Pays best and asks what the show is for. Refusing them costs coins and buys wonder.Era 1the sacred, the deadreverence40
The fairground crowdGlassmakers' Slip. Came to be frightened. The phantasmagoria was built for them.Era 2disaster, the dead, far placesfright60
The guildClockwork Lane. Will pay to be shown how a thing moves. Turns a trick into a commission.Era 3work, the newsinstruction25
The gentryAbove Silver Quay. Pay for portraits of themselves first and only later for a show.Era 4far places, the deadwonder30
The whole streetThe Arcade. Everyone at once, which has never happened before. This is what the palace is for.Era 5the news, the comic, disaster, far placeswonder300

Currencies

Three, and only wonder opens a district.

CurrencyEarned fromSpent on
MaterialsPhysical. Carried on her back, visible, never a number in a corner.Nodes and stationsStation inputs, build tiles
CoinsNever decay. An old show at its novelty floor is still a living.Selling the era product, ticket takingsBuild tiles, helpers, upgrades
WonderDecays per show type. Stops the player grinding coins past the content.Shows onlyDistrict gates, research

Controls

OrientationPortrait, 9:19.5
CameraLocked isometric, no rotation, no pinch
MoveFloating joystick under the left thumb on touch; WASD and arrows on desktop
ActNothing. Standing in the right place is the action
On the glassOne quest banner at the top, currencies top right, nothing over the character

What the slice puts on the glass

The parts era 1's first slice draws over the world, as the game reads them.

PartShowsRule
PadA ring on the ground by a place: in where she gives, out where what it made waitsStanding on it is the action. There is no button; what the place holds is shown on the place.
BannerWhy the next step, at the top; the show’s title while it plays; a first, once, when she does itAt most 5 words. From the lamp catching to the last frame the show’s title stands in for the caption. A first waits 1.2 s behind a new caption and is said for 2.2 s.
TagOver the marked pad: what the place takes and what it gives, with how many are there so far. A station its job, a build site what it is built of, a node what it gives, a stall the tradeBuilt by whatever marks the pad: the lesson’s step, or the place’s call. It fills as she works and lights once the place has what it wants. It keeps above her head and is off while a show plays; too wide for the glass, it drops its words and keeps its marks and counts. It is read, never tapped.
CountsClay, lamps, hide, charcoal, puppets, wonder and coins in the cornerA count appears when she first holds the thing and is written in words, singular for one, until she spends some. At 0 it leaves once it is done with (the lamp once it is on its stand, clay once the lesson is over, hide and charcoal at once) while nothing in frame would fill it, and comes back when it rises or the place that gives it comes into frame. A payment flies in, 0.8 s a piece.
CardA thing’s name, its line in the history of cinema, its excerpt folded shut under a “More”, a station’s recipeOpened by a tap on a count or a place she has stood at. The next tap or step closes it; a tap on “More” opens or shuts the excerpt instead. The one tap in the game.
TrayThe strip of three the show plays, and under it the puppets she has, each as its black cut-outOpened by a tap on the sheet from the stage’s pad between shows, once she has puppets of her own; the first time by stepping on. A puppet is tapped or dragged into a slot. It stands along the bottom, or down one side where that would cover her, the sheet or the children. A tap on the world closes it and plays the show; stepping off closes it. While it is open the lamp is turned up to 80% of a show’s, so the shadow on the sheet reads beside it.

When each part first appears, and what the player has done to earn it, is on theopening page.

Automation

Replaces the player one route at a time. She is always doing the newest job by hand while everything older runs itself.

TierUnlocksWhat it doesLimit
HelpersEra 1A hired person walks one fixed route, node to station or station to stationCarries 3 to 10, walks at her speed
CartsEra 2Upgrades a helper route to a cart on a track, moving bulkFixed track, costs brass and timber
BeltsEra 3Clockwork conveyors link stations directly, no walker at allNeeds gears, and power from era 5
PerformersEra 2A hired performer runs a show on a loopPays 70% of hers, so performing stays worth doing

The helpers era 1 hires, each on the hiring pad beside the jetty's. A helper walks its pads in order and round again; its round is drawn on the map.

HelperPriceCarriesRoute
Hired hand80 coins3goatpen out → charcoalburn out → puppetbench in

The rule of three minutes. A new station is hand-fed for2 to 3 minutes before its helper becomes affordable. Shorter feels unearned; longer is a chore. Offline, belts and helpers keep working for up to 2 hours; shows do not run, so wonder always needs her.

Upgrades

Deliberately few, all bought by standing at a post in the world.

TargetUpgradePer levelLevels
VelaCarry capacity+2 items, from 515
VelaWalk speed+5%10
VelaGather speed+10%10
VelaShowmanship+10% coins and wonder from her own shows10
StationSpeed-10% process time5
HelperSpeed+10% walk speed5
HelperCapacity+1 item, from 37

Pacing

Roughly 8 to 10 hours of active play. Targets to test against, not measurements.

EraNew mechanicTarget playGate wonder
1. ShadowsThe basicsGather, carry, drop, build, perform, hire. Every later era adds to this and never replaces it.20 min50
2. GlassHeat and recipesFurnaces burn fuel and take time. A recipe needs several inputs at once, so a station can starve on one of three things.45 min300
3. TurningSequenceA show stops being a handful of images and becomes a strip: twelve frames in a fixed order, and the order is the craft.75 min1,200
4. SilverTimers and spoilageA sensitised plate is alive for a few seconds. Carry it too slowly and it dies. This is the first time walking speed is a puzzle rather than a chore.90 min4,000
5. CelluloidFireNitrate stock near an open flame builds heat and then burns. Flame has paid for everything until now; here the player has to get rid of it.150 minfinale