The Night the Watch Went Home

In the spring of 1775 a rumor went around Williamsburg that the Governor meant to take the colony’s gunpowder. The town’s answer was simple. For several nights, volunteers stood guard at the Magazine on Market Square. Nothing happened. The duty was dull, the men had work in the morning, and on the night of Thursday, April 20, the guard was let go. A few hours later a party from a Royal Navy schooner came up from the James River, loaded fifteen half-barrels of powder into the Governor’s wagon, and got away before the town could stop it.

That is one of the best small facts in the whole story, and until this week my game left it out. In Historical Williamsburg Living Narrative the Magazine simply sat there in the dark, waiting to be robbed. Version 1.72 puts the watch back.

What You Will See

Walk to the Magazine after sunset on April 19 and you will find three townsmen with fowling pieces at the door. Come back the next evening and there are fewer of them. Stay until about half past nine and you can watch the last ones decide that nothing is going to happen tonight either. After that the square is empty.

The constable, Isaiah Boone, has opinions about all of this, and he will share them if you ask him about the watch. He also used to stand at the Magazine through the small hours of every night, which made the theft impossible to explain. He now arrives when he should, after the alarm.

History Does Not Wait for You

The part I care about most as a teacher is what the game does when you are not there. The watch is posted whether you see it or not. It goes home whether you see it or not. If you spend that evening at the Raleigh Tavern, you will learn about the empty square only when you next walk past it, or when the alarm is raised before dawn.

That is how the people of Williamsburg experienced it. Most of them were somewhere else, doing something ordinary, when the important thing happened. A history lesson that puts the learner at the center of every event teaches the wrong idea about how events unfold. I would rather a player miss the moment and understand why.

A Closet That Thought It Was a Street Corner

Working on the Magazine sent me walking around the neighboring streets in the game, and one corner described itself as a tavern storage closet. That was the loose thread. When I pulled it, a great deal came with it.

At some point in the game’s long development, a batch of rewritten room descriptions had been applied one room late. Each one landed on its neighbor and overwrote what was there. A bedroom described the hallway outside it. A cooper’s shop described the street. It had been that way for several versions, and because every description was a perfectly good description of somewhere, it was easy to walk past.

This release repairs it. Seventy-seven descriptions went back to the rooms they were written for. Fifty-eight rooms needed new descriptions because their own had been lost. Twenty rooms were renamed or had their names corrected. I then checked every room name against the master map I keep for the game, which caught a few more errors on the third floor of the Governor’s Palace. One bedroom in the Randolph House turned out to have a door that let you in and never let you out. That is fixed too.

I have been visiting Williamsburg almost every year since 1968, and I built this map from my own photographs and research. It is humbling to find that the game had been quietly misreporting it. It is also a useful reminder that in a project of 314 rooms, the errors that survive longest are the ones that look plausible.

What Comes Next

The second evening of the game is still thinner than the first, and the night watch is only the start of the work on it. Some room descriptions also slip into a present-day museum voice and talk about reconstructions, which does not belong in April 1775. Both are on the list.

Saved games from version 1.71 load normally in 1.72. If you find a room that still does not sound like itself, please tell me.

Historical Williamsburg Living Narrative is available for Windows on itch.io for $4.99, with a free demo: interactivefact.itch.io/hwln

What Nobody in Williamsburg Knew

A few days ago a reader on the interactive fiction forum asked a polite question about one sentence. I had described Historical Williamsburg Living Narrative as a game in which you arrive in Williamsburg on the evening of April 19, 1775, “just as word of the battles at Lexington and Concord begins reaching the colonial capital.” He happened to be reading a book about Lexington and Concord. Was the news really in Virginia that same evening?

It was not, and he had the reference to prove it. The fighting began that morning in Massachusetts and went on through the afternoon. The news traveled south by express rider, town to town, and it reached Williamsburg late on April 28 or early on the 29th. On the evening my game opens, nobody in the city could have known.

He apologized for being pedantic. He was not being pedantic. He was doing exactly what I hope players of a history game will do.

Why the Right Answer Is the Better Story

Once I looked at it squarely, the correction improved the game. You, the player, know what happened in Massachusetts that morning. No one you meet does. The tavern keeper does not know. The printer’s apprentice does not know. The Governor does not know either, and that matters, because on the night of April 20 Lord Dunmore sends Royal Marines to carry off the colony’s gunpowder with no idea that the war has already started hundreds of miles to the north. The two pieces of news do not collide until a week later.

So version 1.71 fixes the one character who spoke as if the news had arrived. Richard Charlton, who keeps the coffeehouse and prides himself on being the best informed man in town, now tells you there is nothing fresh from Massachusetts and that everyone is waiting on it. I am correcting my descriptions of the game as well.

Patrick Henry Comes to Town

Patrick Henry

The same care went into the largest addition in this update. Patrick Henry is now in Williamsburg for one night. You can find him at the Raleigh Tavern on the opening evening and again at breakfast the next morning, before he rides home to Hanover.

The record says Henry was at home in Hanover when he learned the powder had been taken, and that he marched toward Williamsburg with the county militia at the start of May. Nothing I have found places him in the city on April 19, and nothing rules it out. So the game takes one small liberty and is honest about it: he visits, he speaks his mind about a Governor he does not trust, and he is gone a full day before the trouble starts. His friends have warned him that his name is being spoken at the Palace more than is healthy, which is why he keeps out of the public room after dark and leaves by daylight.

If you are at the Raleigh at the right moment that evening, the room will call for the Richmond speech and he will give them the close of it. One caution for the historically minded: nobody wrote that speech down when it was delivered. The words we all know come from William Wirt’s biography of 1817, pieced together from the memories of men who were there. That is the text the game uses.

A Fuller Town

Seven more people now live in the taverns and the coffeehouse: Patience Anderson, Samuel Briggs, Dr. Ephraim Coles, Richard Charlton, Josiah Holt, Mrs. Vobe, and Ned Pulliam. They were written long ago and, through an oversight of mine, never actually appeared. The cast now stands at 22.

Late on the night of April 20, a file of Marines now moves through town toward the waterfront, a few hours before the powder is taken. That event was never occurring, which meant part of the score could not be earned. And you can now get a proper night’s sleep on every night of your visit, which was harder than it should have been.

Corrections Welcome

This project grew out of research on interactive fiction as a way to teach, and a correction from a careful reader is that idea working as intended. If something in the timeline looks wrong to you, I would much rather hear about it than not.

One practical note: saved games from versions before 1.70 will not load in the new version.

Historical Williamsburg Living Narrative is available for Windows on itch.io for $4.99, with a free demo: interactivefact.itch.io/hwln

HWLN v1.70 is now available

Version 1.70 of Historical Williamsburg Living Narrative is up on itch.io: https://interactivefact.itch.io/hwln

This is a larger update than the last few. Thank you again to everyone who has been playing and sending notes.

Patrick Henry comes to town

Patrick Henry is now in Williamsburg for one night. You can find him at the Raleigh Tavern on the opening evening and again at breakfast the next morning, before he rides home to Hanover. If you are in the room at the right moment that evening, you will hear him give the close of the “Liberty or Death” speech (the text is William Wirt’s 1817 reconstruction). He has a good deal to say about Lord Dunmore, none of it flattering. Keep your ears open around town and people will tell you where he is.

A note on the history: Henry was at home in Hanover when news of the powder seizure reached him. Nothing in the record puts him in Williamsburg on the 19th, and nothing rules it out, so I have taken that small liberty and sent him home before the trouble starts.

A fuller town

Seven characters who were written long ago but never actually appeared in the game are now where they belong: Patience Anderson, Samuel Briggs, Dr. Ephraim Coles, Richard Charlton, Josiah Holt, Mrs. Vobe, and Ned Pulliam. The taverns and the coffeehouse are a good deal livelier, and the cast is now 22.

Fixes

  • The Royal Marines now move through town late on the night of April 20. That event was never occurring, which meant the early warning part of the score could not be earned.
  • SLEEP now works on every night of the visit. Going to bed on the second evening used to end after a single minute.
  • After a full night’s sleep you no longer spend April 20 and 21 “Near collapse.”

One caution: saves from earlier versions will not load in v1.70.

Still Windows only for now. As always, I would love to hear what you find, especially anything that reads oddly in conversations with the newly arrived characters.

Hap

v1.64 is Out

Pick the latest version or the FREE Demo here: Historical Williamsburg Living Narrative by InteractiveFact

Categories: Uncategorized

HWLN v1.61 Is Live, and There’s a Free Demo

November 11, 2026 1 comment

Thirteen years ago, Emily Short wrote about a project I was working on: a piece of interactive fiction set in Colonial Williamsburg on the eve of the American Revolution. That project went through a Kickstarter, a doctoral dissertation, and years of on-and-off development. It has had many lives.

Today, Historical Williamsburg Living Narrative is a complete game, and version 1.61 is now available on itch.io.

HWLN is a parser-based interactive fiction experience set on April 19, 1775, the day of Lexington and Concord. You arrive in Williamsburg at 5:30 in the evening as Nathaniel Blake, a merchant from Richmond. The town does not yet know what has happened in Massachusetts, but you can feel the tension. Governor Dunmore is watching the powder magazine. Patrick Henry is making plans. The taverns are full of talk.

What makes this game different from most interactive fiction is that it simulates a living world. There are 315 locations modeled on the actual layout of Colonial Williamsburg. Twenty-two characters move through the town on their own schedules, going about their business whether you are there to see them or not. Time passes. Night falls. Events unfold.

This is not a puzzle game. There is no maze to solve, no dragon to slay. The challenge is one of awareness. Can you be in the right place at the right time? Can you talk to the right people, read the local gazette, and piece together what is happening around you? Can you witness the key event and get your report to the right person before it is too late?

The new v1.61 release includes the full commerce and reputation system introduced in v1.60, with over 100 items, an encumbrance model, and a reputation score that tracks how the town perceives you. Steal from a shop and the constable may come looking for you. Behave honorably and doors open.

There is now a free demo. The demo gives you the full game experience from your arrival at 5:30 PM through midnight. That is six and a half hours of game time to explore the town, meet the characters, visit the taverns, and get a feel for what Williamsburg was like on that spring evening in 1775. If you want to see what happens next, the full game continues through three days of escalating crisis, from April 19 to April 22.

The full version is $4.99. The demo is free. Both are available at:

https://interactivefact.itch.io/hwln

I have been working on this project, in one form or another, since 2012. It started as a question about whether interactive fiction could be an effective tool for historical education. The answer, I believe, is yes. But more than that, it turned into something I care about as a piece of fiction in its own right. Williamsburg in April 1775 was a fascinating place, full of interesting people making difficult decisions. I wanted to put you there. I hope HWLN does that.

I welcome any feedback. If you try the demo or the full game, I would genuinely like to hear what you think.

Walk the Streets of Williamsburg on the Eve of Revolution

It is the evening of April 19th, 1775. You are Nathaniel Blake, a Richmond merchant newly arrived in Williamsburg to settle a matter of cargo. You expect a quiet night at the tavern and a quiet morning’s business. Within hours, the most consequential act in the colony’s recent history will unfold in the dark, and you may be the only man placed to do something about it.

After years of work, I am proud to share that Historical Williamsburg: A Living Narrative is finished and available to play. This is Version 1.50, the most complete and polished version the game has ever been, and I think it is the truest realization yet of what I set out to build: a colonial capital you can actually walk through, populated by people who live their own lives, on the one night that turned a quiet Virginia town into a flashpoint of the American Revolution.

A living town, not a backdrop

This is a work of interactive fiction. You explore by typing where you go and what you do, and Williamsburg answers in prose. There are no arbitrary puzzles and no single correct path. There is only the town, its people, and the night of April 20th.

What that means in practice:

  • More than three hundred locations, from the Governor’s Palace at the head of the Palace Green to the taverns and shops along Duke of Gloucester Street, each furnished with period-accurate detail you can examine and explore.
  • Twenty-two people who go about their lives on their own schedules. George Wythe and Peyton Randolph receive callers by day and retire at night. Tavern keepers fill and empty their rooms. Shops open and close by the clock. The mood of the town shifts as the hours pass.
  • A night that really happened. Meals are bought in shillings and pence. Letters can be carried, read, and delivered, or carried too far. Where you happen to be standing when something happens determines what you witness, and the game remembers what you witnessed, not merely what you did.

I wanted history at the scale of one observant traveler: not a lecture, but a place you inhabit, where the consequences of the night reveal themselves through the people you talk to and the choices you make.

Why this year matters

The events you move through in this game are real, and they are part of the story of how American independence began. This year marks the 250th anniversary of that independence, the Semiquincentennial, and there is no better moment to step back into the streets where so much of it started. If you have ever wanted to stand in colonial Williamsburg on the eve of revolution and feel the weight of what was coming, this is your chance to do exactly that.

What you get

The download includes the Windows game, a Quick Start guide that has you walking the streets within a minute or two, and a complete Command and Argument Reference for when you want to know everything the game understands. It runs as a standalone program in its own window, with nothing to install.

Play it now

Historical Williamsburg: A Living Narrative is available now on itch.io. Visit the program page, download your copy, and see the Revolution begin from the ground where it happened.

Get Historical Williamsburg: A Living Narrative on itch.io

I hope you enjoy walking the streets of Williamsburg as much as I have enjoyed building them.

Hap Aziz, Ed.D.

Historical Williamsburg Living Narrative Is Here

April 19th, 1775. The lamps are lit along Duke of Gloucester Street.

Historical Williamsburg Living Narrative is a text adventure set on the evening of April 19th, 1775: the night before Governor Dunmore’s secret seizure of the colony’s gunpowder. You play Nathaniel Blake, a Richmond merchant newly arrived in town on a cargo matter, and within hours you may be the only person in a position to do something about what’s coming.

Three hundred and fourteen locations across the colonial capital. More than twenty named townspeople: John Anderson at the tavern, George Wythe at his desk, Edward Pratt at the Capitol with the keys at his belt, Lord Dunmore’s lamp burning late in the upper windows of the Palace; each grounded in what the figure actually knew, did, and believed in April of 1775. Every gate, every lantern, every printing press mentioned in a room description can be examined and will return something specific. The Magazine on Market Square holds the colony’s gunpowder. What happens there on the night of April 20th is the center of the story.

For Kickstarter backers

If you backed HWLN on Kickstarter, the game is yours. Check your email for the download link. Your support gets you not just this release but every update and upgrade we ship for life. That was the promise, and we are keeping it.

Early access for everyone else

The Windows version is available now, ahead of the official release. If you would like to play in this early window and help shape the final polish with your feedback, I will gladly send you a copy. Email me at hapaziz (at) gmail.com and I will send a build your way.

A formal release announcement, with platform availability and pricing, will follow in the coming weeks.

The lamps are lit along Duke of Gloucester Street. The taverns are filling. Somewhere in the upper windows of the Governor’s Palace, a letter is being sealed that will change everything by dawn.

Come visit Williamsburg.

— Hap

Work Resumed and the End Is in Sight!

An Interactive Narrative for the 250th Anniversary of American Independence

Posted by Hap Aziz, Ed.D.  ·  Development Update

On July 4, 2026, the United States will mark 250 years since the signing of the Declaration of Independence. It is a milestone that invites Americans to look back at the extraordinary spring of 1775 — the months when revolution moved from rhetoric to reality. We are building something for that moment: a text-based interactive narrative called Historical Williamsburg Living Narrative, and after a period away from the project, development has resumed in earnest.

The game is not a quiz. It is not a drill. It is an invitation to step into colonial Williamsburg at one of the most charged moments in American history and see what you can learn by being there.

You are Nathaniel Blake — a wealthy Richmond merchant visiting the Virginia capital on the evening of April 19, 1775. You have appointments with George Wythe and Peyton Randolph. Your ship, the brigantine Perseverance, is in port at Yorktown. And you have just found a sealed letter on the forecourt of the Governor’s Palace.

The Night That Changed Virginia

The date matters enormously. Patrick Henry delivered his famous speech at St. John’s Church in Richmond on March 23, 1775 — just weeks before Blake arrives. The colonies are tense. Militias are drilling. And in Williamsburg, something is about to happen.

On the night of April 20-21, 1775, Lord Dunmore — Virginia’s royal governor — secretly ordered twenty Royal Marines from the armed schooner HMS Magdalen to remove the colony’s gunpowder from the Public Magazine. They worked by lantern light, loading fifteen half-barrels onto a wagon and transporting them to the James River before dawn. When Williamsburg woke up, the powder was gone.

The Gunpowder Incident, as historians call it, was one of the catalytic events of the American Revolution in the South. It provoked Patrick Henry to march on Williamsburg with armed militia. It destroyed whatever remained of Dunmore’s relationship with the colonial government. Within two months, the Governor had fled the Palace and taken refuge on a British warship. Virginia would never again have a royal governor.

In Historical Williamsburg Living Narrative, the player arrives the evening before — and has the opportunity to witness all of it.

What the Game Looks Like

314 Locations to Explore

The game world covers the historic area of colonial Williamsburg in substantial detail: the Governor’s Palace and its grounds, the Wythe House, the Randolph House, Anderson’s Tavern, the Public Magazine, the Capitol building, Bruton Parish Church, Chowning’s Tavern, the Raleigh Tavern, the printing office, the courthouse, and dozens of streets, gardens, and outbuildings connecting them.

Every location has a physical description, time-appropriate ambient detail that changes through the evening and into the early morning hours, and exits to the surrounding world. Move times reflect real distances — a walk from the Palace Circle to the Wythe House takes longer than a step from the Foyer to the Parlor.

Characters Who Know Their World

The game features ten non-player characters, each placed within the historical and social fabric of April 1775 Williamsburg. Players can approach and speak with them, and each character has their own knowledge, opinions, and concerns about the political situation:

  • John Anderson — proprietor of Anderson’s Tavern, where Blake is staying
  • George Wythe — Virginia’s great legal scholar; one of Blake’s appointments, and a win-condition character
  • Peyton Randolph — Speaker of the House of Burgesses; the other win-condition character
  • Lord Dunmore — the Royal Governor himself, whom Blake meets in the Palace Parlor
  • Mr. Hedges — the Palace butler, a study in composed authority
  • Tobias Greer — a printer’s apprentice who has opinions about everything
  • Reverend Whitfield — the rector of Bruton Parish, navigating divided loyalties
  • Margaret Skelton — a loyalist merchant whose situation grows more precarious by the week
  • Cato Freeman — a free Black cooper whose perspective on liberty is unlike anyone else’s in town
  • Nance — an enslaved woman in the Randolph household, whose situation the game does not shy away from

Each character has topics they’ll discuss, information only they possess, and — crucially — dialogue that changes after the powder theft. The Williamsburg of April 21 feels different from the Williamsburg of April 20, because it is.

The Governor’s Palace Sequence

The sealed letter Blake finds at the start of the game creates one of the narrative’s most carefully designed sequences. Returning it to the Palace requires Blake to knock at the locked front door, wait while the butler consults the Governor, be received in the Parlor, and sit through a brief but charged audience with Lord Dunmore — who is, on this particular evening, a man with a great deal on his mind.

Dunmore is not a villain in the game’s telling. He is charming, intelligent, and genuinely grateful. He deflects certain questions very smoothly. Players who pay attention to what he doesn’t say will find that the conversation takes on a different character once the powder is gone.

‘The colony’s prosperity and the Crown’s interest are not in conflict, Mr. Blake,’ he says at length. ‘Whatever the political gentlemen may argue. Trade requires order. Order requires authority. These are not complicated ideas, though some seem determined to complicate them.’

A Full Day Before the Theft

One of the most important design decisions made during this development phase was shifting Blake’s arrival to April 19 — giving the player an entire day before the powder removal happens. April 20 becomes an investigation: visit Wythe and Randolph, walk through town, talk to characters about the political climate. Players who know their history may recognize the signs. Players who don’t will learn.

The theft itself happens around 3:50 in the morning of April 21. If Blake is awake and near the Magazine, he witnesses it directly. If he’s asleep at the tavern, he wakes to an uneasy feeling he can’t name — and finds out what happened at dawn.

The game then offers a full day on April 21 to respond: to find Wythe or Randolph and tell them what you know, to speak with characters who are now frightened or angry, to absorb the moment before departure on the morning of April 22.

An Educational Tool First

Historical Williamsburg Living Narrative is designed as an educational tool — suitable for classroom use, self-directed learning, and anyone curious about what life in colonial Virginia actually felt like on the eve of revolution.

The game does not oversimplify. Dunmore had genuine reasons for his actions; the colonists had genuine grievances; the enslaved people of Williamsburg had a perspective on ‘liberty’ that did not map neatly onto Patrick Henry’s. The game tries to hold all of that without turning it into a lecture.

Players who complete the experience will leave with a concrete understanding of: the Gunpowder Incident and why it mattered; the social geography of colonial Williamsburg; the range of political opinion in Virginia in April 1775; and the human texture of a moment that is often reduced to famous speeches and battles.

A Note on the Technology

The game runs as a standalone Windows application with a period-appropriate parchment interface. It requires no internet connection and no installation beyond copying the executable. Save and load functionality allows students to resume progress between sessions, and saved games are stored securely in the user’s application data folder.

The game features a natural-language parser that recognizes multi-word commands and noun phrases — ‘examine the sealed letter,’ ‘talk to George Wythe,’ ‘open the east door’ — rather than requiring rigid syntax. It is intended to feel like reading and playing simultaneously, not like filling in a form.

Looking Ahead

Development is targeting a launch window aligned with the 250th anniversary of American independence in the summer of 2026. Remaining work includes: completing NPC dialogue for all characters, building the full victory condition and scoring system, adding the historically accurate presence of the HMS Magdalen sailors at the Palace, and polishing the dozens of locations that still carry placeholder descriptions.

The bones of the experience are in place. The world exists, the characters speak, the powder disappears in the night, and history turns its corner. What remains is filling in the texture that makes a player feel they were really there.

If you have ever stood in front of the Governor’s Palace in Williamsburg and wondered what it was like on the night before everything changed — this is an attempt to show you.

Historical Williamsburg Living Narrative is a work in progress. Updates will be posted here as development continues. The target platform is Windows; the target audience is anyone who has ever wished history class felt more like being there.

Hap Aziz, Ed.D.
March 2026

The Problems with Paths

October 11, 2020 1 comment

Navigation is a fairly straightforward process in Interactive Fiction, and it can be implemented in a number of ways, depending on the authoring system you are using. With Inform 7, which is a powerful yet relatively simple plain-English system, you can create a path between two rooms very easily;


The Library is room
The Parlor is south of the Library.

The code above immediately creates a room/location called Library. The a second room is created in a relative position, south, from the first room, and the second room is call Parlor. Since Inform 7 manages the room relationships, when executing the above snippet will have you “starting” in the Library, and you will be able to go south into the Parlor, and then north again back into the Library simply by typing “south” and then “north” in the automatically provided prompts.

This is one of the advantages in using Inform 7 when creating your game, as the system manages all location relationships (among other things). In this way you can create a fairly complex geographical space which to explore, without having to do a lot of work setting up variables, arrays, conditional statements and so on.

Unfortunately, this kind of high-level ease comes at the price of less granular control and flexibility over what can be done in the program. One of the functions that Inform 7 does not provide (without creating extensions) is the ability to think of paths between map locations as “locations” themselves, with their own descriptions and attributes. Additionally, paths should have different descriptions based on the direction of travel. Using an typical programming language this can be implemented straightforwardly through the use of arrays.

In order to add this and other functionally to the project, I decided to move the program from Inform 7 to the LiveCode language (an open source version is available). I selected LiveCode because of it’s robust built-in text processing functionality, which means the parser that I build can easily identify words and phrases without having to do any character counting. LiveCode is also loosely typed, so I can deal with variables much more easily.

Using LiveCode, I’m able to conceptualize paths as locations, yet I’m able to have the program “pass through” without stopping or identifying the paths as specific places to stop or break the action. This means I can leave one building to cross the street to the entrance of another building, and action can take place in the street along the way. Consider the mini-map below.

There are two locations here. Location 37 which is west of Location 19. There is a path between the two, which you may assume is bi-directional. So if I were in Location 37 and typed “east” as my command, I would be taken to Location 19. It might look something like this in my display:


You are in Location 37.

>> west

You are in Location 19.

Certainly I could change the description of Location 19 to include a little bit of travel observation, such as:


You are in Location 37.

>> west

You walk across the rough grass to Location 19.

But this introduces more programming complexity. First, what if I could enter Location 19 from the north and the south as well? At that point, adding the path description into the location description would not make sense.

Instead, in LiveCode I am able to create another array that keeps track of path descriptions and other attributes. I can use the format:

aPath[x, y, z]

Where aPath is the array name, the variable x is the initial location and the variable y is the destination location. The variable z can be used for a number of attributes such as the path description, path status (if there is an open or closed door), etc. For example:

aPath[37, 19, 0]

would signify the path description when moving from Location 37 to Location 19, and reversing the direction would yield a different description:

aPath [19, 37, 0]

There is quite a bit more that can be accomplished with this separate path designation, including allowing players to find or leave objects on paths, encounter non-player characters, experience different weather conditions, and find barrier puzzles that need to be solved. From my point of view, it’s much easier to manage this through LiveCode (or any other high-level language) rather than using Inform 7, which makes certain assumptions as to how Interactive Fiction should work.

New Map and New Code

While progress has been quite slow (because life), I have made the jump from Inform 7 to LiveCode for development. The platform gives me much more flexibility and control. One of the big changes: think of the paths themselves as locations that are automatic pass throughs. This allows so much more customization based on environmental conditions.

Here’s the latest map.

Game Map

Categories: Uncategorized