Wednesday, October 2, 2013
Zarfplan: The eidolons of September
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.)
Labels: if, interactive fiction, zarf, zarfplan
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