Lectrote now autosaves; Hadean Lands is that much closer to Steam
Sunday, February 28, 2016
Comments: 1 (latest April 27, 2019)
Tagged: glulx, hadean lands, lectrote, software, interactive fiction, if, interpreters
I've been steadily updating Lectrote, my new cross-platform(*) IF interpreter. In the past month it's gotten icons, a preferences dialog with font and color options, and -- most exciting from my point of view -- autosave.
(* Cross-platform meaning that Lectrote runs on Mac, Windows, and Linux. The interpreter only runs Glulx games, not Z-machine or TADS or any other format.)
Autosave means that if you close the game window (or quit the interpreter) and then open it again, you will find your game where you left off. You don't have to use the
RESTOREcommands unless you want to keep multiple save points.
As I wrote last month, autosave is a bit of a nuisance. I spent February getting it all polished up and tested. And then the tests revealed some obscure low-level bugs in the iOS implementation of autosave. Turns out my iOS Hadean Lands app was failing to store one VM table, and therefore running about 50% slower than it should have. Whoops. Good thing I wrote tests, right?
Lectrote on the desktop seems to be adequately speedy for most games, including Hadean Lands. So that's the last big technical barrier to creating a really nice HL app for Mac/Win/Linux...
I don't mean to imply that a Steam release is coming this week. It will still take some time to adapt Lectrote to a single-game interface. Naturally I will document this process! I want to make things as smooth as possible for any author who wants to release an Inform game as a Mac/Win/Linux app.
(The iOS process is, er, not very smooth. This is mostly because Apple's process for the iOS App Store is baroque, to say the least. I'm not planning to put HL in the MacOS App Store, so it should be simpler.)
I'll also see if I can include the extra dynamically-updating windows from the iOS version of HL: the clickable map and the alchemy index. In theory, these aren't too hard to set up -- I can copy the logic and contents right over from the iOS app. In practice, theory sits on the curb and laughs at you when you say things like that. So we'll see.
But the end is in sight. Give me another couple of months.
Once I have a working HL app, I will release it as an update for the existing Mac/Win/Linux versions of the game. If you have downloaded HL from the Humble Store or Itch.IO (either as a purchaser or a Kickstarter backer), you will be able to download the new app and try it out. If no horrible bugs turn up, I'll start preparing the Steam release.