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Posts Tagged ‘Historical Williamsburg Living Narrative’

The Game Begins: First Screens

Progress on the Historical Williamsburg Living Narrative continues. Three plot-level releases are planned: a walk-through version focused on the Williamsburg physical layout, an exploratory version including interaction and discovery with historical characters, and narrative version that is constructed around the removal of the gunpowder supply from the magazine.

The following two screenshots represent what the player will first encounter regardless of the version of the game being played. First is the pre-game opening screen that appears before the player provides any input. As you can see, it sets up a little bit of the story framework by providing some background on the player character and context on how he comes to be in Williamsburg.

OpeningScreen

The second screenshot depicts the description the player gets the second time this location is visited. (The first version of the description has some additional information and is displayed as soon as the player presses the Space bar at the intro screen.) As you can see, the command “see” was entered after the text description. The way the HWLN game is being implemented, graphic images will be provided at many locations; however, in order to display the images, the player must enter the “see” command at the prompt. The images themselves are based on my actual photography of Williamsburg.

GovernorsPalace

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A Starting Screen

While I’m doing Glulxe testing, I thought I’d take one more screen shot of the game, this one all text. This is right after the game intro screen comes up, and the player presses the space bar to get into the game proper.

You’ll notice the first command issued by the player is followed by more descriptive text. “More” is a custom command I’ve added to the system that displays more detailed information about the location surroundings. Ultimately, it’s all to help the player make sense of the game.

firstscreen

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.

Fun with Maps

December 29, 2015 3 comments

williamsburgmap

Maps are essential to many Interactive Fiction games, especially those that involve activity in various locations. Interactive Fiction game maps that deal with real locations, however, are challenging to implement, as there is a trade-off to be had between realism and playability. If the design is meant to represent the physical layout with utmost fidelity, the details of the map can potentially slow down and frustrate game play as the player is forced to move from one seemingly meaningless location to another in order to get to the desired destination. It’s similar to the counterpoint between a flight simulator and a flight game–the realism of a true simulator can be very boring, unless it’s the simulation itself that interests you.

Likewise, the conflicting visions of the HWLN: is it a simulation of the physical layout of Williamsburg as it was in the months leading up the signing of the Declaration of Independence, or is it a game about the events taking place during that time? That conflict plays itself out everytime I return to the map and struggle with the appropriate level of detail to include. I’ve been wanting the game to be both, but that may not be the wisest choice for the HWLN as a game.

Part of the challenge was addressed in part by the new daily maps published by the Colonial Williamsburg Foundation for visitors. The new map (show in the picture above) is actually a streamlined version of an earlier visitor map which you can view here. The older map is much more detailed, and perhaps in the Colonial Williamsburg Foundation’s thinking, it was not as user friendly. Whatever the case, the new map gives me a good template for a more streamlined game map, on which I am currently working and will implement at least initially in Inform 7.

So for the sake of playability, I’ll work with a less detailed map. But at some point, as an exercise in modeling an accurate picture of history, I’ll return to the “high resolution” version in order to satisfy my inner purist.

Mac Format Navigation Executable

I you’re interested in testing out the HWLN navigation on a Mac, feel free to download the executable file here. You’ll want to check the navigation against this map. Enjoy!

LiveCode Navigation Sourcefile

For those of you interested in taking a look at the LiveCode source for the HWLN navigation, feel free to download here. This file was developed in LiveCode Community Edition 7.0.0 | Build 10018.

Navigation QA: Checking the Map

August 22, 2014 3 comments

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.

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!

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

Logical Map 10

ADRIFT 5.0 FUNCTIONAL MAP

mapadrift

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.

Game Environment Cartography

February 14, 2013 Leave a comment

Developing a map for an Interactive Fiction environment can be challenging especially if the game is based on real-world geography, as is the Historical Williamsburg Living Narrative. A large part of the value of this game is the historical accuracy–which not only includes the events of the time but the geography and architecture as well. In designing the game map, I am considering external landscape and building floor plans separately, and here I describe the process by which the external landscape portion of the game map was developed.

I started working from the map provided by the Colonial Williamsburg Foundation for guests visiting the city. Below is a scanned version of that map, already partially “cleaned up” (that is, much of the extraneous information–modern buildings, bus route lines, restroom symbols, etc.–have already been removed). After working with this map for a brief period of time, I found a few characteristics I didn’t like. Most significantly, there wasn’t a sufficient level of detail regarding building shapes and grounds, and the relative sizes, locations, and distances between buildings wasn’t accurate enough for me to use in creating descriptions.

Colonial Williamsburg Map(1)

At this point I changed my approach. In order to ensure fidelity to the actual physical layout of Williamsburg, I decided to use satellite imagery for the initial layout work. Google Maps provided excellent resolution from the Governor’s Palace in the north to the Public Hospital in the south, and the College of William and Mary in the west to Christiana Campbell’s Tavern in the east. The city’s overall layout was depicted quite clearly.

a-skymap

Once I had an accurate map from which to work, I was able to select the significant buildings, associated grounds, and pathways between that the player would be using. I superimposed this image on top of the map, and this gave me the level of detail I wanted for development.

a-mergemap

Peeling away the city map, this is what the initial pass at the game map looks like. While this map contains all the information needed to create accurate location descriptions (for example, it will be important to note the distance of the College of William and Mary from the city proper), this version of the map is a bit difficult to work from in building the Interactive Fiction navigation scheme. For that task, a logical map is more appropriate.

a-linemap(2)

This logical map was built from the physical line map (above), connecting locations using only the eight compass directions, and not taking into consideration the sizes of buildings or their actual distance from each other. Also, no assumptions can be made between “nodes” in the map below if they are not connected by a direction line. In other words, if a node is to the west of another node, but they are not connected by an east-west line, they may not be precisely east and west of each other. This map simplifies and compresses the physical map information for ease of navigation programming. The yellow nodes represent place locations where the player may go, while the blue nodes represent buildings or structures that have additional rooms or internal locations not depicted here. Those additional locations will be represented in further mapping exercises.

a-logicalmap

By using this logical map along with the visual information obtained from the line map superimposed from the Google satellite image, I will be able to create rich in-game descriptions of the physical Williamsburg environment. For example, an east-west running path on the logical map may actually be a long, curved road on a hilly slope, and that level of detail will be captured in the game for a rich and hopefully satisfying experience.

The Horizon Report > 2013

February 7, 2013 1 comment

Since 2002, the NMC (New Media Corporation) has been publishing a series of Horizon Reports meant to provide insight into the up-and-coming technologies that would have impact in education. In the Horizon Report > 2013 for Higher Education, one of the impact categories identified is “Games and Gamification.” The Historical Williamsburg Living Narrative project was cited as an example in the report.

As game play continues to be a major focal point of discussions among educators, some believe that gamified learning is merely a trend, and carries the danger of immediately disenchanting students if executed poorly. To negate this challenge, more universities are partnering with organizations and companies skilled in game design to develop and integrate games that are relevant to the curriculum and to students’ lives. Games and gamification in education include a broad set of approaches to teaching and learning, and when implemented effectively, can help with new skill acquisition while boosting motivation to learn.

Download a copy of the Horizon Report > 2013 for Higher Ed and check out the Historical Williamsburg Living Narrative entry on page 22, under the category of History.