Archive
Running on Glulxe
It’s quite easy to release Inform 7 games for the Glulxe interpreter, which in turn makes it easy to test. So that’s what I did to get this screen shot with the Capitol, and there’s a portion of descriptive text on the screen as well.
Graphic Enhancement to Traditional IF
The Interactive Fiction I grew up on (starting with the Scott Adams text adventures that I got in cassette form for my TI 99/4A computer) was all text based. No graphics at all; just two-word phrases that eventually turned into more sophisticated Infocom game sentences, but still words only. In fact, one of my favorite computer game ads was the Infocom print ad that said something to the effect of “We stick our graphics where the sun don’t shine,” and then there was a picture of the human brain. Pretty clever, and you can see it here.
One of the characteristics that makes Inform 7 so appealing as an IF development environment is that it allows a person to rapidly put together an IF game in the form of those old Infocom games: a pretty robost parser that allowed for sentence input. However, Inform 7 has made a number of improvements to the output it produces, compared to the earlier Infocom games. One of those improvements is the ability to integrate graphic images into the Inform code for display when someone plays the game.
I’ve decided to take advantage of this feature during development of the Historical Williamsburg Living Narrative. I’ll be using the photographs I have taken of Williamsburg, and I’ll have the photographs changed into a more comic-like illustration. Below is a sample of the Capitol Building already having gone through the image processing.
As you can see, the photograph has been altered to appear as more of an illustration. I’ll do this for all of the photographs to be used in the game. Please share your thoughts: do you like this approach to Interactive Fiction? Or does IF need to be more “old school”?
HWLN Perks and Progress Update
For those of you that have backed the Historical Williamsburg Living Narrative Project through Kickstarter, the following is information regarding some of the perks. For everyone, here is information also on the progress of the project.
Today and tomorrow, the digital photos and the printed 8×10 photos are going out to the appropriate level backers. Regarding the digital photos, I will be posting a link where you can go and download the photos you would like to have. The are provided in high resolution, suitable for printing if you choose. You will receive the link via email today (12/27/15).
For the printed 8×10 signed photos, I will be sending those tomorrow via first class U.S. mail. Several backers have not yet provided physical mailing addresses, so please check your inbox and junk/spam folder for the survey so you may provide your address. If you prefer, you may contact me directly with your mailing address.
I have resumed work on the game, and currently I am developing interior building descriptions. In the interest of historical accuracy, I am working from photographs I have taken of the building interiors as well as descriptions recorded in research reports available through the Colonial Williamsburg Rockefeller Library: http://research.history.org/.
Parser-based or CYOA? What is IF?
I have an article published over on Storycade. Topic is parer-based versus CYOA; what should be considered “real” Interactive Fiction? Check it out!
Informal Interactive Fiction Survey
If you have a moment, please take a look at this informal survey on IF perceptions I’m conducting. This is mainly about how IF players see parser-based versus CYOA Interactive Fiction. I’ll use the results to give some added color to an article I’m currently writing on the topic.
Rapid Map Development in Adrift 5.0
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).
LOGICAL MAP
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.