It’s been a while since the last update, as I’ve had several projects eat into my time both for work and for my dissertation. As it turns out, the dissertation is giving me the excu–uh, reason to reapply some focus on the Historical Williamsburg Living Narrative. I’ll need to have a simple version of the game up and running to provide to instructors willing to use the game in the classroom. That means I need to work on it.
I’ve gone back and forth and back again on the development tool to use for the project, from Inform 7 to Adrift to LiveCode, and right now I’m settled on LiveCode for the amount of control I have in building the interface and interaction framework for the game. Currently I’ve developed a simple version of the program that does nothing but navigate through the map, currently 199 separate locations, using abbreviated compass directions: n, ne, e, se, s, sw, w, and nw. The map is below, and you can access a PDF version: Logical Map – Nav Test.
Of course, you will need to actual program to run as well, if you’re interested in checking out the navigation. You may obtain that by accessing it by clicking this link. The file is a Windows version program Zip compressed for faster download. If you’re interested in a Mac version, leave a comment and I’ll compile a version for download.
If you intent to perform quality assurance testing and provide feedback, simply leave comments in response to this post. Be sure to list the error you found, how you encountered the error, and what the error does or doesn’t do. Most likely, errors at this stage will be discrepancies between the visual map and the navigational structure within the program. The visual map (above) is correct; the program will need to be corrected if any discrepancies are found.
One final note: anyone finding errors in the program will be listed as QA testers, being listed in the release version credits. So have at it!
Attention educators and gamers! I’m currently working on my dissertation, and my research involves examining student and instructor experiences in using Interactive Fiction games in either secondary or post-secondary education environments. Specifically, I’m looking for instructors that use or may be interested in using Interactive Fiction to support assignments in history or literature courses. Additionally, I’m looking for available IF games that may be suitable for use in this way. If you or someone you know might be interested in participating in a study or be able to list some text-only Interactive Fiction games for education, please let me know.
Although the Historical Williamsburg Living Narrative is not yet completed, eventually I hope to have it used as a piece of historical Interactive Fiction that can be used in the teaching and learning environment.
One of the challenges of developing Interactive Fiction based on historical locations is in creating maps that are both geographically and architecturally accurate as well as not too complex or redundant from a navigational perspective. In previous entries I have outlined the process of building maps for the layout of the Williamsburg community as well as the buildings and structures within the community. To date, I have been using a combination of both Inform 7 as well as custom coding within the LiveCode environment for the maps (as well as for work on the game structure).
In September this year (about a month ago as of this writing), a new version of Adrift (another Interactive Fiction IDE) was released, and I started exploring it. The feature that immediately caught my attention was the ability to build navigational maps on a visual grid, so that I could lay out the relative positions of locations very closely to the logical map I had constructed earlier this year. Below are two images; the first is of the logical map, and the second is of the functional map in I built within a few hours using Adrift 5.0 (click image to view full size).
ADRIFT 5.0 FUNCTIONAL MAP
You can see how both map views are very similar. The pleasure of the Adrift system is that I could position my location points on the grid visually, referring back to my logical map, and then make the direction linkages using simple drop down menus. While I’m certainly not opposed to hard-coding the game (and I eventually will because of the opportunities for customization and fine control), Adrift has allowed me to get a working navigation system up and running very quickly, and based on the IDE functionality, I’ll be able to add elements including character interaction relatively quickly. Which, in fact, is one of the next tasks after I add some detailed location descriptions.
One of the locations that will be an area for exploration and interaction within the game is the Peyton Randolph House. Peyton Randolph (1721-1775) was a key figure in American history, and had he not died in the fall of 1775, it is likely that his signature, not John Hancock’s, would be iconic on the Declaration of Independence.
While much of the floor plan research has been possible through architectural documents from the Colonial Williamsburg Foundation, I discovered that the Randolph house historical layout was not well documented. Last week I was able to travel to Williamsburg for a quick visit and tour the building. I took a number of photographs and sketched out the floor plan on a pad of graph paper to capture the layout. I’ll post some of the pictures here shortly.
Another piece in place. While the progress is slower than I’d like, the movement is forward!
One of the Founding Fathers of the United States, George Wythe is considered to be the first American law professor having taught Thomas Jefferson, Henry Clay, and James Monroe (among others) at the College of William and Mary. In fact, the College is in easy walking distance of his home, shown in this photograph (the steeple of the Bruton Parrish Church can be seen in the background):
Wythe’s home (located just a few hundred yards away from the Governor’s Palace) was pivotal in the years leading up to the signing of the Declaration of Independence. Key historical figures would often stay at the house as Wythe’s guest, and George Washington even used the house as a field headquarters for a few weeks in September of 1781.
The house itself is two stories with a relatively simple interior architecture. The architectural documents I have been able to research make reference to a basement, but the information is not clear enough, nor are there any diagrams, so I’m leaving the basement out of the navigational map for purposes of the game. The floor plan to be used in the game is below.
The first floor of the home, depicting three points of entrance/exit:
And below is the second floor of the house:
Conversion of the actual physical layout into the game map format was not difficult, largely due to the lack of architectural complexities. There are ample materials in the research literature to indicate what the interiror of the house was like, and that material will make its way into game descriptions that come up as the player moves from location to location.