Adventures in Interactive Fiction

Success is North of Failure

Once more unto the breach, dear friends, wherever you may be

As I dip my toe again into the waters of IF, I am struck by how much things have changed since my last foray.  I guess 4 years of absence will do that to you.  My comprehensive list of bookmarks is reduced to a collection of mostly broken links, favorite resources seem to have dried up, the newsgroup seems vastly different than I remember it, and my knowledge of any recent games is minimal… It seems I have some catching up to do!

Anyway, on to my progress…

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February 10, 2012 Posted by | Game Progress, IF Community, Newsgroup | , , , , | 2 Comments

And there was light, and it was good.

Happily, I’m getting back into the swing of things. Most of my descriptions are done, in that they are written, which has made it possible for me to sort of move on. They’re still not quite complete, but I have at least overcome the obstacle of not being able to put anything down at all. Tweaking, for me, is far easier than the initial process of writing.

So in the process of creating a closet, I got (happily) sidetracked by creating a light. It’s a fairly simple and straightforward construction: a cord and an outlet; plug the first into the second and voila, there’s light. Took only two minutes to realize it wasn’t as straightforward as I initially thought. How do I keep people from plugging frogs into candles, for instance? So I set about defining what can be plugged in, what can be plugged into, and how to handle any deviations from that.

And I figured it out, without needing to turn to the documentation. *insert happy dance* Now, the fact that I did it on my own means it is probably the least graceful approach, but it works. It’s also good for the confidence; I’m really starting to feel like I have the makings of a game that will at least be passable, even if it falls short of being brilliant.

Next Challenge:

My next task is to figure out how to automatically supply the right second noun if someone says “plug cord”, or how to handle attempts at things like “plug in cord” instead. The question is: if I define an action as “applying to two things” how do I handle attempts that only apply to one thing? (Mostly rhetorical; I plan on posting the question to raif shortly. [UPDATE:  Got it working thanks to the kind and knowledgeable souls at raif.]

The fun part of today’s exercise has come in thinking of new ways to expand the story. The game isn’t puzzleless, but it also isn’t going to be very hard; I guess my aim is towards something that is really mostly an interactive story; all the player’s actions are geared towards developing the story. The trick is figuring out how to do that in a way that doesn’t feel too mundane or tedious, without bringing in arbitrary puzzles just to give the player something to do.

Three day weekend ahead – if I get my way, much of it will be spent working on the game.

May 23, 2008 Posted by | Game Progress | , , , , , | Leave a comment

Creative Challenges

I consider myself to be a good writer, in the conventional sense.  I know that I enjoy reading what I write, and the fact that my words put a roof over my head and food on my table seems to be at least somewhat of an indication that I’m not bad at it.  So writing IF, a game form that I immensely enjoy playing, has always seemed like a natural fit.  The thing that has typically kept me from succeeding is the programming aspect of things.

Inform 7, of course, was the solution to that particular problem, and while I’m certainly not all that strong in it yet, it has definitely made the lack of programming knowledge less of an obstacle.  It also, unfortunately, makes clearer the specific challenges of writing for IF.

If you’ve read even two entries of this blog, you already know what I am about to tell you:  I am extraordinarily verbose in my writing.  I tend to think that this works for me, and is just my particular style.  However, verbosity doesn’t lend itself all that well to IF – as much as I love to read, I can’t stand huge info dumps in games.  If a game requires me to read a long entry in a book *coughs politely at Anchorhead* I’ll probably just skip the reading and hope that I can acquire any necessary information by skimming, or through some other means.  (I should note that I actually quite enjoyed Anchorhead, even if I never was able to get past the well on my own.)

Because I’ve lost momentum on my game, especially as far as the puzzles are concerned, I figured I’d get back into the groove by finishing up some room and object descriptions.  The benefits are twofold – I’ll have a fuller game world to weave the story and puzzles into, and I’ll burn off some of this excess creative energy.  Yet, after staring at the screen for an hour, and idly cleaning up some of the existing game text, I still can’t figure out how to write the living room’s description.

You know those horrible math puzzles (which are second only to sliding puzzles in my list of Ways to Torture Jules) where you are given a 3×3 grid and a set of numbers, and have to put the numbers into the grid in such a way that both the columns and rows add up to the same number?   The creative portion of IF writing feels a lot like that to me.  These are my ideas of the key components of good game text (feel free to disagree or expand):

  • Quality
  • Succinctness
  • Relevancy to gameplay
  • Relevancy to plot

As you might imagine, it’s the second point with which I have the most trouble.  For instance, I am currently trying to write the description for a dining room.  I have this very clear, wonderful image in my mind of how the dining room looks.  I know exactly where it is in relation to other rooms, and I know the role it plays in the story.  I just don’t know how to tell the player without taking four paragraphs to do it.  I’m also struggling with how to add in important information, such as “The kitchen is to the west, and the living room is to the south” while maintaining the narrative flow.  In my 3×3 puzzle analogy, the columns add up to descriptive, the rows add up to practical, but I’m supposed to be striving for “natural” in both.  I’m half (OK, only quarter) tempted to just stick my tongue out at the player and say “It’s a dining room.  People eat here.  People cook to the west and watch TV to south.  Get over it.”

Or, I could keep plugging away at it and try to hit the right balance.  I probably have a better chance of getting past the well in Anchorhead, though 😉

May 18, 2008 Posted by | Game Progress | , , , , , | 5 Comments

An object at rest

So obviously, the pendulum of progress stopped swinging on my game.  As much as I tried to prevent it, pressing obligations just wouldn’t take a back seat (nor would the burglars who, a few weeks ago, stole 90% of my wardrobe and who last week stole my monitor).  So after a string of hectic weekends and even crazier weeks, this weekend has been pretty wide open for doing whatever I want to do.  And not a moment too soon!

So after doing all the other things I try to do with my weekends, I finally loaded up the ol’ Inform 7 IDE and started working on my game.  To get me back in the swing of things, so to speak, I started reading through what I’d already written.  It was an interesting experience.

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May 17, 2008 Posted by | Game Progress | , , , , | 3 Comments

Various Random Musings from Days 4 and 5

It’s funny the things I have taken for granted in my decades of playing text adventures.  Little things, like “look behind”, that I try in just about any game I play, and have always assumed were just standard commands.  Of course, when I decided to put something behind a painting, I quickly realized the folly of my ways.  I couldn’t just write a simple “Instead of looking behind” statement, I had to first explain to the thing what “looking behind” was in the first place.

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March 29, 2008 Posted by | Game Progress | , , , , | 4 Comments

Frogs and Fuschias

Today marks the third day of effort on the game (titled, by the way, “The Things We Don’t” or TTWD), but the first day of real progress and achievement. First, some facts that I think are significant for putting this whole exercise in context:

I am not a programmer. The extent of my programming abilities lies in designing Access databases (which, I should say, I am pretty damn good at) and very basic HTML coding. I am using Inform7 because its natural language approach appeals to me – my first half hearted attempt was with Inform6, and I soon realized that unless I was going to be happy with a one room game that consisted of a look command and possibly a door that opened, I was never going to get anywhere.

I am a flake. I am what I call ODD, a blend of OCD and ADD. I get incredibly, hopelessly, horrendously obsessed with some new interest, then throw it all over my shoulder when I lose interest a few days later. It’s one of my more endearing features. I am also easily distracted, which explains why this part is so long when I really just want to get to the good stuff…

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March 27, 2008 Posted by | Game Progress | , , , , , | 3 Comments