Thursday, October 31, 2013
Not goodbye forever, or even for the rest of the year. But it's Halloween; it's been damp and grey all day; and I just returned from the annual Somerville Anti-Morris Dance. Feels like putting the sun to bed.
I spent the first half of October dealing with the remaining major puzzles -- the ones outside the starship. Naturally, this was more work than I expected (it's always more work than you expected) but I got it hammered out.
Then, on to the map! This was more than just adding rooms -- it's about positioning objects and clues.
I've long had a list of important puzzle elements, and a sense of where they appear in the storyline: these in chapter one, those in chapter two, that one behind locked door X, and so on. But most of them weren't actually present on the map. So for the past week, I've been going through the storyline, chapter by chapter, and marking down locations for absolutely everything.
Thursday, October 17, 2013
The rumor-noise was for the beginning of November, but I guess they were ready sooner than that. Greet Obduction:
All-new sci-fi graphical adventure game. They're headlining Rand Miller as head pooh-bah, and Stephan Martinière and Eric A. Anderson (Myst Online, The Witness) as lead artists.
Obduction begins with... well an abduction - your abduction. On a crystal clear, moon-lit night, a curious, organic artifact drops from the sky and inexplicably whisks you away across the universes to who-knows-where (or when, or why). -- from the Kickstarter page
And there's an abandoned white house with a picket fence in the middle of a fantastical landscape. Adventure-game history acknowledges the nod.
Wednesday, October 2, 2013
Gasp. Late, but triumphant. It's October 2, but I've just finished the last major puzzle item... if, okay, I fudge a little on "major".
All the horrible details with lead weights have been resolved. A puzzle with elemental fire which I completely forgot about until this week: implemented. And I've beaten out nearly all the quirks of map navigation which I was worried about. (There were a lot of quirks. Really it's the majority of what I've done this month.) (Because I was procrastinating on the lead weights, that's why. Every time I looked at the lead weights, I'd say "Hey, how about I polish off another map route instead?" And I'd do that! It's the good kind of procrastination.)
So yeah, all the major puzzles, except the "outside the starship" ones which, okay, I haven't gotten to yet.
You can count that as a miss, but it was a lot of map quirks. Anyhow, I get to declare a new milestone. End of October: outside-ship puzzles, and add all the little detail rooms. That is, all the locations which are currently globbed on my map as "player reaches here chapter 2". There's no puzzle involved in reaching these locations, which is why I've glossed over them until now; they're for realism (what does an alchemical starship require?) and pacing (is the player's rate of exploration smooth? Are objects too bunched up?) Not really hard work; but annoying work, because I have to make decisions and think about the high-level game structure. It's a big structure.
Other IF notes for the month:
The annual IFComp has begun! 36 short text games. That's way more than last year. The growth is primarily in the choice-based sector; the Twine community has more links to us old-school IF folks these days, and apparently they are paying more attention to IFComp. Anyhow, anybody can vote, so try some games.
A nifty article appeared on teaching English composition with IF; specifically, with my game The Dreamhold.
And finally, I'll be showing off Seltani at a demo night of the Conference on Artificial Intelligence and Interactive Digital Entertainment. That sounds daunting, but I'm not part of the conference per se; it'll just be a bunch of game developers and academic folks hanging out, demoing projects, and talking about them.
That, I guess, is all the news for September. See you Halloween-ish.
(No, "eidolons" has no significance in this post except that it sounds good.)