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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.
Interactive Fiction in Education
There is much conversation around the use of computer games in education, but the development of custom game content is often trivial “drill and practice” applications, or the implementation of off-the-shelf games don’t align well–if at all–with curriculum learning objectives. Interactive Fiction (the genre of the Historical Williamsburg Living Narrative) may be ideal for the teaching and learning environment. This article in the Learning Through Play & Technology blog addresses the potential of using custom-developed IF as a purposeful component of curriculum.
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!
IFComp 2012: The 18th Annual Interactive Fiction Competition is Now Open
While the Historical Williamsburg Living Narrative won’t be ready by the September 29, 2012, deadline, this competition is very exciting nonetheless! The readers of the Usenet newsgroup rec.arts.int-fiction have put on this IF competition for the last 17 years, and some truly excellent games have gotten well-deserved attention as a result.
We definitely recommend following the competition and checking out the past winners. And you may even want to try your hand at the genre with your own entry. (If you do, be sure to let us know!)
Check out the contest website by clicking here. By the way, you can even help out by donating prizes. Obviously, we judge that to be for a very good cause.
Kickstarter Funding Success!
Thanks to all 85 backers of the Historical Williamsburg Living Narrative, we reached 129% of our $1500 goal, putting us at a final total of $1937. We are quite appreciative of everyone’s most sincere support in the form of hard-earned cash.
Now comes the job of building the game! The first phase of development will be focused on the Williamsburg physical environment, building the map that the game navigation will be based on. That will involve quite a bit of research (already underway), and in a few weeks time, we will be traveling to Williamsburg to obtain photographs, make geographic measurements, and gather materials from the Colonial Williamsburg Foundation. we will keep you posted every step of the way.
In the meantime, we will take a little time to bask in the warmth of this initial success in the project’s lifecycle. We are certainly off to a very good start.
Funding Countdown for the Historical Williamsburg Living Narrative
As of this posting, the funding window for the Historical Williamsburg Living Narrative has less than 55 hours left before closing. While the current pledged amount is greater than the funding goal. additional backers would go a long way toward helping the project secure more resources, leading to a more detailed final product.
If anyone reading this post is on the fence regarding backing the project, we encourage you to go to the Kickstarter project page and make a contribution, even as little as $1. If you’re already a backer, please help us continue to raise awareness by sharing the Kickstarter project link across your social media connections.
We greatly appreciate all your generous support!
Interactive Fiction: An Acquired Taste
It’s true that Interactive Fiction is somewhat of an acquired taste. There is a level of engagement that is not overly intuitive to many people–learning how to communicate with the IF game parser can be a challenge, and it can take some practice getting your precise meaning across to the program so that it responds in a meaningful way.
But once a person has mastered three basic skills (how to move through the environment, how to manipulate objects within the environment, and how to interact with characters in the environment), the playability of the games really open up, and the player can start to have a lot of fun. Well-written IF games not only deal with actions that the player should make, but they also deal with actions that might make absolutely no sense from the standpoint of the situational logic within the game–yet are quite entertaining to the player nonetheless. (Seasoned IF players love to try different actions and commands just to see how the game will respond, even if those actions or commands do nothing to advance the actual game story.)
Below is a website that provides links to several IF games that you can play online. I recommend that you give them a try, especially if you’ve never played before. The IF experience is quite unlike the modern graphic computer games. If you enjoy reading, solving mental puzzles, and feeling like you have control over a game’s narrative experience, Interactive Fiction may just be your cup of tea.
5 Great Interactive Fiction Games You Can Play Online Right Now
A Big Thanks to our “Enterprise” Backer
Tony Guzman gets the recognition for being our Enterprise Backer, and we’d like to extend our appreciation here. What is the Enterprise Backer, you ask? Star Trek fans should get the reference: with Tony’s funding contribution, we have hit the $1701 mark. That’s 1701, as in the number of the U.S.S. Enterprise.
We also want to thank all of our backers for being so generous. Without your help, we wouldn’t have exceeded our funding goal!