Archive
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.
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.
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”?
Navigation QA: Checking the Map
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!
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.
The High Road and the Low Road
It’s been a while since the last update, but we’ve been making progress on the the interface and parser coding for the “custom” front end. Additionally, we’ve come to the conclusion that a two-pronged approach is what we will be taking for the two main version releases.
Version 1: This is the first piece that will come out, which is purely a navigation-exploration framework for colonial Williamsburg during the setting we’ve selected. This version will be developed in Inform 7, and it will be available to anyone free of charge. All that will be needed is the proper interpreter to run the program file.
Version 2: This is the full game experience with the story placed on top of the location and time setting. Here is where we go off the beaten path with our custom IF interface, and we’ll be using a development environment called LiveCode by RunRev for the development. LiveCode was chosen specifically for its ability to handle text.
Currently we are developing the map within the Inform 7 environment, and we are also working on the custom LiveCode parser. While progress has been fairly slow, it has been significant, and the level of detail of the colonial Williamsburg environment should be quite satisfying when played.
As always, we appreciate the support and encouragement we’ve been receiving. Stay tuned!
Interface versus Intimidation: IF for Non-Readers
For those (relatively few) of us familiar with Interactive Fiction, the simple presentation of text on screen with a single prompt awaiting text input is a welcoming and comfortable thing. Unfortunately, many of today’s game players are “intimidated” by a text-heavy computer screen, and the idea that they must issue a text-based command (rather than move a joystick, press a button, or shake a controller) is almost an insurmountable obstacle to stepping into game play. This situation is problematic when considering how to engage more (and younger) players in the IF genre.
While it is possible to add graphic elements to the IF structure (indeed, this has been done before), too much change in the IF interface results in a transformation away from IF and toward graphic adventure gaming. However, with the Historical Williamsburg Living Narrative, I am very interested in broadening the potential audience. I think that a few additions to the basic IF interface can increase appeal while remaining true to the IF experience. Consider the following possible interface for the project.
The reasoning behind this interface is to keep everything text-based, provide a few buttons so that IF neophytes can “jump in” by clicking rather than thinking about what to type, and to organize the screen into a few areas: description/command and navigation/inventory. This is something that I’m able to develop using a tool other than Inform 7, and that actually turns out to be a positive thing for me: rolling my own code allows me build specific functionality into the game, and I will have especially good “control” over the NPC interactions throughout the game–a fairly significant consideration.
At this point I’m looking for thoughts and feedback, both on the idea of going a bit non traditional with the interface as well as critiques of the interface itself. This design in only a prototype, but I’d like to know if anyone thinks it is worth developing further. Drop me a note!