Tuesday, December 22, 2015
Tuesday, December 15, 2015
Sibyl Moon Games: Your Game Idea Is Too Big (But You’re Making It Anyway)
In a recent post at intfiction.org, a poster asked for advice on a (very) complex text-based game they wanted to create. The postscript read:
Also, yes, I am aiming WAY too high, thank you for noticing, especially considering my complete and utter lack of skill, practice, and focus, but … Keep reading →
from Planet Interactive Fiction http://ift.tt/1OujpiF
via IFTTT
Wednesday, October 7, 2015
These Heterogenous Tasks: IF Comp 2015: Arcane Intern (Unpaid)
from Planet Interactive Fiction http://ift.tt/1QZNvgu
via IFTTT
Friday, October 2, 2015
Choice of Games: Try Bookburners from Serial Box, created by Max Gladstone
from Planet Interactive Fiction http://ift.tt/1L23ciD
via IFTTT
Choice of Games: Ratings War — Win market share in the news wars of 2061!
from Planet Interactive Fiction http://ift.tt/1L23ciF
via IFTTT
Saturday, September 26, 2015
These Heterogenous Tasks: Footnote: Francis Galton, Genocide and the Butt Sextant
from Planet Interactive Fiction http://ift.tt/1VhKJo8
via IFTTT
Tuesday, September 8, 2015
IFComp News: Three new serial IFs by past IFComp champs
There currently exist no fewer than three in-progress episodic IF works by authors who have released top-ten-finishing IFComp works in past years. These are those of which I am aware, in alphabetical order (am I missing any?):
-
18 Rooms to Home by Carolyn VanEseltine (One Eye Open, 2010; Beet the Devil, 2011; Ollie Ollie Oxen Free, 2013) presents the same world with each chapter, except larger by one room (in the parser-IF sense), containing that much more possibility for exploration and discovery. The first chapter contains only the end of the story, and it grows backwards from there.
-
Bloom by Caelyn Sandel (One Eye Open, 2010), is a lightly interactive hypertext about the gradual acceptance of one Andy Blumenthal, well into a lifetime of assumed-masculine gender identity, that she is in truth a woman named Cordy.
-
Feu de Joie by Alan DeNiro (Solarium, 2013) puts the player into the role of a QA specialist testing a digitized catalog of century-old essays, just as things start to get a bit weird. Includes feelies, as well as some optional content for the player to discover elsewhere on the internet.
Worth noting: all three series are supported by their respective creators’ Patreons, the links to which you can find from the games’ respective websites.
from Planet Interactive Fiction http://ift.tt/1Uzt7ZS
via IFTTT
Friday, August 21, 2015
Choice of Games: VERSUS: The Lost Ones — Eliminate your enemies by stealing their powers!
from Planet Interactive Fiction http://ift.tt/1JaSIjl
via IFTTT
Monday, August 10, 2015
These Heterogenous Tasks: IntroComp: Walker’s Rift
from Planet Interactive Fiction http://ift.tt/1Wd71KV
via IFTTT
Sunday, August 9, 2015
These Heterogenous Tasks: Introcomp: Lair of the Gorgonath, Voltage Cafe
from Planet Interactive Fiction http://ift.tt/1IRsFdE
via IFTTT
Saturday, August 8, 2015
Lautz of IF: Trizbort 1.5.9.1 – August Update – Now different shaped rooms
from Planet Interactive Fiction http://ift.tt/1ItOGSA
via IFTTT
Monday, July 27, 2015
Sibyl Moon Games: Update to Table-Driven NPC Actions
After last Thursday’s article, Andrew Plotkin pointed out that I could have been using rules instead of activities. From his intfiction.org post:
“It will be simpler and take less overhead if you have a “rule” column and a bunch of one-off rules:
Code:Table of Caleb … Keep reading →
from Planet Interactive Fiction http://ift.tt/1InEOXt
via IFTTT
Wednesday, July 1, 2015
These Heterogenous Tasks: Fall of Magic
from Planet Interactive Fiction http://ift.tt/1LDPCGI
via IFTTT
Wednesday, May 27, 2015
These Heterogenous Tasks: Out There Ω
from Planet Interactive Fiction http://ift.tt/1PO22j8
via IFTTT
Saturday, May 16, 2015
These Heterogenous Tasks: Shufflecomp Failure
from Planet Interactive Fiction http://ift.tt/1AahQph
via IFTTT
Monday, May 11, 2015
Sibyl Moon Games: Version control with Mercurial and Tortoise HG
ChoiceScript doesn’t have integrated version control. If I select three paragraphs of source code, cut them to move somewhere else, and then lose them out of the clipboard by cutting something else, then the only way to fix my mistake is with “undo”. And it only works if I … Keep reading →
from Planet Interactive Fiction http://ift.tt/1Rwduhz
via IFTTT
Monday, May 4, 2015
The Fourth is Strong with This One
from Interactive Books where YOU are the hero http://ift.tt/1JlLpnD
via IFTTT
Wednesday, April 15, 2015
Raconteur: Announcing Raconteur
Raconteur is “Undum with batteries included.” Historically, developing for Undum has meant doing a lot of your own tooling; writing tools to enable you to write your game. Undum’s flexibility and power have made it the engine that drove some of the most significant works in IF (The Play, Almost Goodbye). But it has always been relatively inaccessible. Undum is not the system of choice for writing straightforward hypertext games; it’s a challenging system to learn and use that demands the author build their own engine on top of it to drive their game logic.
Raconteur is a descendant of a library I wrote for my own use to write Mere Anarchy. I’ve polished it up (a bit; there is still work to be done) and given it a name, because I want there to be more Undum stories out there.
Raconteur is a library of Undum tools that can get someone writing their story quickly. It tries to push Undum in the direction of Inform 7 and Twine, a system that puts the prose front and center.
Undum will never be quite as easy to use as Twine – Raconteur itself introduces some complications for the less technically-minded (It depends on Node.js, for one thing). But it’s an attempt at averaging out the power and flexibility of Undum with the ease of other systems. And for IF authors (or aspiring IF authors) who know a bit of web development, it’ll be a very familiar set of tools.
What it Does
Raconteur’s heart is a new way of defining situations, Undum’s equivalent of Twine’s passages or ChoiceScript’s scenes. This new situation prototype is paired with a new API to allow writing Undum games in a style that resembles Twee/ChoiceScript more:
situation 'pulpit-shop',
content: """
# Summer: Mr Pulpit & Co, Purveyors
A profusion of odd junk lines the shelves, high up and out of reach. The
room is narrow like a spite house, bisected by a hardwood counter. An
antique cash register, set aside for a real one. Mr Pulpit, himself narrow,
has a shopkeeper's smile from behind the counter.
[Tell him what you need.](tell_him)
"""
You write content in Markdown, not html. Using CoffeeScript (Or ECMAScript 6, if you’re into that) instead of plain JavaScript, you get cleaner syntax and Ruby-style text interpolations that let you insert arbitrary expressions into your text:
situation 'counting_money',
content: (character, system) ->
[gp, sp, cp] = calculateCoins(character.sandbox.money)
"""
You count your money. You find that you have #{cp} copper pieces,
#{sp} silver pieces, and #{gp} gold pieces.
"""
choices: ['#continue_adventure']
Wherever possible, Raconteur treats code that produces text as text. There’s no separation between situations that just print some static text, and situations that print dynamic text.
Added to that is a set of tools for generating adaptive text (Similar to Inform’s [one of] functionality), defining html elements with specific attributes to reuse in text, and some common hypertext functions.
state_statement =
oneOf('The machine is quiet.', 'The machine hums.').cycling()
situation 'laboratory',
content: """
#{span('The machine hums.').id('machine_state')} It has a big red
#{a('switch').replacer('machine_state')} on the side of it.
"""
writers:
machine_state: (character) ->
character.sandbox.machineOn = !character.sandbox.machineOn
"#{span(state_statement()).id('machine_state')}"
What’s Included
Raconteur’s actual source distribution, on Github, is really only meant for people who want to develop Raconteur itself. For now, the way to get Raconteur is through the game scaffold which contains the following pieces:
- A set of scaffold files that you can edit to start building your game right away; unlike the example game that shipped with Undum, they are mostly blank and more explanatory.
- A Gulpfile (Which is similar to a Makefile or a Rakefile), which configures the gulp build system to automagically build and package your game, and even start a server so you can view it and test it on your local machine or anything else on the same wi-fi network.
- A package.json file which lists dependencies. This allows you to do
npm installfrom the scaffold and have everything you need in place.
Where it’s Going
Raconteur is still in an experimental state. It’s usable, however; you can download the scaffold right now and start playing with it or even building games.
Over the next few weeks, I’m going to be posting a series of tutorials on writing Undum games with Raconteur, as well as a more navel-gazing explanation of why Raconteur exists, on my own IF blog. You can reach me through Twitter, Github, or intfiction.org.
from Planet Interactive Fiction http://ift.tt/1OCpqMp
via IFTTT
Friday, April 3, 2015
Storycade: Jam: Adventure Jam
The Adventure Jam starts tonight. Hosted by Cassie Benter and Stacy Davidson, the two week long jam focuses on the broad world of adventure games. The jam starts tonight (4/3) and allows participants to have a fairly open concept of what an adventure game is. We’ve seen adventure games grow and evolve so much so […]
The post Jam: Adventure Jam appeared first on .
from Planet Interactive Fiction http://ift.tt/1ClQuXg
via IFTTT
Thursday, April 2, 2015
Sibyl Moon Games: Processing Feedback
The first time I got feedback on an interactive fiction game, it hurt terribly.
Back in college, I insisted on submitting science fiction to creative writing professors who officially disliked genre fiction, so I already knew people wouldn’t always like my work. I already understood that X% of the feedback … Keep reading →
from Planet Interactive Fiction http://ift.tt/1NEFqvb
via IFTTT