Showing posts with label Inform7. Show all posts
Showing posts with label Inform7. Show all posts

Friday, February 12, 2016

2016

Two years have gone by since my last interactive fiction full game release, Blackness. Blackness was written in 3 hours for Ectocomp, so it's rather short and there isn't a lot of attention paid to detail. There may be a chance of entering that competition or another short competition this year with another small game written in Inform7. While the Hugo IF authoring language has now became my favorite platform for authoring IF, I do miss some of the conveniences and quirks of I7 and never have gotten around to using the OSX version of it much.

However, I did manage to get a demo of DPRK released. It didn't get a lot of play-tests, but the few random ones I did hear reports back from on sounded very positive aside from a movement bug. Around Christmas of last year, I returned to the project to begin working on the final version of the game. With a lot of help from Roody (author of RoodyLib) I've started a "simulation lab" of sorts to start developing and testing encounter and combat systems. There is still a lot of work to be done, but I think the project is still promising and have a positive outlook to get the rest of the content and system coding done by the end of the year.

In other Hugo related-project news, Cyberganked is also coming up! Robb Sherwin has created a character using a picture of myself and I will be writing up some dialogue drafts soon for him to digest into the game, as well as doing some testing as needed. I'm really looking forward to the release of this game and to playing it. Anyone who enjoyed Wizardry and text games I think will as well. Roody has also been hard at work on RoodyLib for this past year.. which Cyberganked and DPRK both utilize. He's also been working on things such as handicap-friendly interfacing and other Hugo magic lately.
 
In 2015, I did manage to keep a group of 6 going for a table-top RPG going since December of 2014. As a listener of Burzum, I heard of a game that Varg Vikernes created called MYFAROG. I missed out out the first printing in Halloween of 2014, but managed to score a 2nd printing copy of the 1st addition shortly after that. We began as me playing the role of "MythMaster" (Dungeon Master) which was a fun practice returning to creating stories, characters, local areas, etc on the fly while keeping campaign solidarity. Most of the players eventually bought books, and one player took over the role of MythMaster long enough for another player to spend a few months in another country and for me to actually play as a PC.. an experience I haven't had in a very, very long time. I blogged about our game here if you are interested in how it began.

I also hope to get a refurbished monitor from Arcade Buffett soon in the mail to finally get my Neo-Geo MVS-2 arcade machine running again. I bought this cabinet (my first!) in January of 2015 at an auction for 425$ before fees and it worked fine aside from monitor issues. The main culprit of the issues was a crappy Kortek chassis. After a lot of de-soldering and soldering to replace all of the capacitors and the flyback transformer, I learned the hard way replacement flybacks are just not available for the crappy Kortek. So, I ordered a complete monitor as I plan on keeping this machine for years anyway and want something solid (and non-Kortek). I may buy a seperate chassis and yoke to rebuild another monitor with the leftover Zenith 25 inch tube.

The only major non-work or non-DPRK distraction I can see coming up? The new Doom game in May. If it's all it promises to be, expect to see more in the Id Software section of my website! I've still got a "Photon Doom" project I have on a backburner that may end up ported from Doom3 to that. I won't know until I play it. If it's not fitting to Photon, Doom3 BFG will be the target for a new Photon Doom mod. If anyone reading this is already planing a Photon mod for any game engine, please contact me. I'd be interested in sharing ideas and assets.




Friday, September 19, 2014

Moving On

Yesterday, I came home to a surprise. I went to update something related to my Ultima Online shard, and realized that my site now resolves to a Roadrunner.com help page. The site has resided there for about ten years now, as I never really needed a lot of space to host it. In about 3 hours I had uploaded all my data from a backup and redone all the URLS to the site, but you may still find a quirk here or there before I catch it. The old address was home.roadrunner.com/~fragmeister and the new address is retrolab.servebeer.com.

The new site is hosted by Amazon.com and so long as I keep refreshing the free domain name (or finally pay for it), it should stay there for some time to come. Also, all games and source code in my "Files" section should be working correctly now, because they are also hosted on the new server. The old site had a lot of files that were linked to Fileplanet, which is "no longer being updated and is in the process of being archived". Always a good idea to make frequent backups.

With that out of the way, I have a couple of game-related things to mention. The DPRK demo (Interactive fiction written in Hugo) is just around the corner. I just need a couple more hours to tie up some loose ends. The demo will feature the first PC's section of the game as well as an introduction to the second PC. I'm mainly looking for feedback on 2 things from the testers of the demo; how interested you are in certain aspects of the story (what should be focused on more) and what do you like or not like about the interface (The text parser commands, the layout of the windows, etc). It should only take a few minutes to play, but there are reasons for replay here and there due to story forks dependent on things like held objects and NPC interactions.

IFComp is also starting soon! I'm currently beta testing one game for it and hope to play a lot of the entries, and will try to review one or two once the time comes. I didn't really have anything near enough to completion to feel comfortable entering myself this year.

Retro Shard is back in order again lately new interest from a couple of people. My girlfriend has been doing a lot of play-testing on it, and I've gotten around to creating a new dungeon and finally creating a desert area. Next up will be creating a region within the desert area to allow for people to collect sand for glass-blowing. The new dungeon still needs some more spawners (monsters and treasure) to be fully complete, but that shouldn't take too long. Check out the Retro Shard section if you are interested in playing 2D Ultima Online on my server. It's free and fairly straightforward to set up.

There's been a new version and a few revisions of Inform7 released since I last worked with it. I'm interested in the OSX version, but figure the best thing to do is continue on DPRK until all of the extensions my last unfinished Inform project was dependent on are working in this new version. That last unfinished project was the "Interactive Dreaming" game. I recently took some pictures that I think will fit into the game nicely, and still have the beginnings of a cool sound track a friend of created a track for. The game itself was progressing okay as far as content, but the conversation system (the one I used in Lunar Base 1) was mothballed. If anyone has any recommendations for clean yet dynamic conversation systems that I may have missed in the past two years, I'd like to hear them.

Saturday, October 19, 2013

EctoComp 2013

Sometimes, it can be fun to be spontaneous. Earlier this month, I saw an announcement for another Ectocomp at IntFiction.org and came up with an idea for an entry. EctoComp has interested me since I began making my first work of interactive fiction, but the time constraint of 3 hours was completely unrealistic to me as I was just starting to learn how to use Inform7 and creating Hallow Eve.  

19 days later, I sat down with a piece of notebook paper filled with notes and map scribbles I had jotted down from random ideas since then, and wrote the game using Inform7 in just slightly over two and a half hours. This barely allowed time for a very helpful play-tester to spend about 30 minutes or less on it to give me any feedback on bugs or grammar and only 15-20 minutes left for any bug-fixing and improvements.  




I don't want to go into the details of the game yet other than sharing the cover for it above and the fact that the game is short given the time constraint of its creation. Also, I hope people enjoy playing it as much I enjoyed making it. After the competition is over, I will have a website link for it here to play and download the source code. Speaking of source code, I realized that I have not yet released the source for Lunar Base 1 yet. I will try to get to that soon as well.




Saturday, September 14, 2013

End of Summer Update

 The dust has been collecting here since Janurary. Time for an update!

Free time has been very short since the last update. Things with my current job never did slow down. If anything, they became more intense and time-demanding. The work is both exciting and interesting for me, so I can't complain. Some of the things I've either learned from scratch or improved along the way prompted me to start my own web browser game engine, which is a Wizardry-like CRPG type thing. I'm not sure how much will actually get done with this, but it's a fun side project to tinker with. But of course, nothing half as Robb Sherwin's upcoming game, Cyberganked.

Within the bits of free time I've had, I found myself reverting back to simpler things. Actually playing some games rather than writing them, and most of these being older games. I acquired a Commodore 64 setup over the past few months, including a Zoom Floppy. More than a few hours have gone into playing games like Wasteland and other RPGs on this setup. This has been a bit of inspiration for creating my own "retro" graphics for use in my games.

One such game is one I worked on some more this morning called "Surf's Down". It's original intention was for it to be a non-traditional IF written in Hugo for an upcoming Hugo Comp. That competition has yet to come, but I continue working on it here and there because it's been a good learning exercise for me as I write the more complex DPRK game. Hopefully the short source code of Surf's Down will also serve as good example code for others learning Hugo as well.

Surf's Down is basically a Hugo conversion of an old Atari 2600 game prototype which was never released, called Surf's Up. I fired up the game on an emulator and was actually a bit impressed with some of the design aspects of the game, especially the beginning phase of paddling out into the ocean. I've been a surfer for quite a while myself, and despite the very out-dated graphics, I felt the game managed to somehow capture the feeling of going out into the waves. Unfortunately, the actual gameplay phase of the Surf's Up left much to be desired. The gameplay in my game is decision-based, yet all decisions are made using cardinal compass points.

Progress on Three Days in DPRK has been much slower than I had hoped for. At one point, I was considering trying to enter it into IFcomp 2013. In retrospect, I'm glad I did not. While the game is roughly three-fourths complete, it would have been way too much of a rush to try to finish something I'd be confident in entering. Instead, I look forward to playing the games of others. Perhaps I'll have something ready for Spring Thing 2014. Though, I think Interactive Dreaming would be a bit more well suited for that one.

The actual code of Interactive Dreaming hasn't been touched since my last update here, but the story and materials for the game continue to slowly build. The conversation system also needs to be redone now that I've removed a prototype system I used in Lunar Base 1. Trying some recent ones others are using has some ideas about what I'd like to use or create myself, but I'm still researching this. A new release of Inform may affect this as well. While I'm eager to try the new version once released, I'm not sure how smooth it will be to compile Interactive Dreaming along with all of its required libraries.


Thursday, January 17, 2013

2013 IF Plans

This year I will be working more on Interactive Dreaming along side another project I've recently started, called Days in DPRK.

The general prototype framework of Interactive Dreaming feels okay, but one of the first things I will be doing is completely changing the conversation system. I originally used one that ended up in Lunar Base 1, but that doesn't feel flexible enough to be quite what is needed for dream conversation. I think I will just test out a few systems or try creating a hybrid of one specific for the anxiety/lucidity statistics. For now, the best thing to focus on is fleshing out most of the rooms and developing a few puzzles that will also utilize those stats.

(Interactive Dreaming)

Days in DPRK will be my first game written in the Hugo language. Because there's sure to be a bit of a learning curve, I don't want to get too over-ambitious with my plans for it, but I do think it will be an amusing adventure (though it may be a bit short). The concept is that you are spending 1 day in the life of a tourist in North Korea, the 2nd day you are a resident of Pyongyang, and the last day you are in another different situation. I don't really want to elaborate on the plot much further than that for now.

(Days in DPRK)

Other than that, I don't know that I'll be doing much else. Paid work lately has been rather hectic, but I am learning stronger programming skills as a result of that which will help in all future game programming projects.

Saturday, September 29, 2012

Lunar Base 1 Submitted to IfComp





I submitted my entry into the 2012 Interactive Fiction Competition today about 6 hours before the deadline. Even in the last few stages of polishing, I found a bug or two to eliminate. I was not able to send out the file for one last round of testing, but after running through the story a few times myself today I'm fairly confident that it won't be a sloppy release. An aesthetic request here and there from my testers may have never been implemented due to time or technical restraints. Of course, there will surely be some sort of surprises when the story is in the hands of the judges.

Earlier this week I wasn't sure if I would be able to use an original sketch I had worked on for my cover art at all. My intent was to photocopy it, paint and ink it, then scan it for an electronic version. The results were very poor using this method. I ended up actually taking a picture of the page in my sketchbook with a digital camera using no flash underneath a lamp in my computer room. This gave it the yellowish tint you see, which I think captures the ghostly feel of the surface of the moon pretty well. I then added black into the darker areas to make everything pop out a bit more, and finally touched up a rough edge or two.

This is now the last time I can mention anything publicly about Lunar Base 1 until the end of the competition per rules of the organizer. There will probably be a retrospect of the competition added after the results are in. Good luck to all authors of IfComp 2012, and good adventures to all of the judges.



Saturday, March 3, 2012

Lunar Base 1



After some consideration and plot changes since the initial concept, I am now discarding the "working title" of the new sci-fi interactive fiction game and settling on naming it after one of the main locations within it. I felt that using the word "stranded" within the title has not only has been done before with other games, but also it encroached on the plot itself a bit much. Why assume that the player will even be stranded at all?

Originally I stated that I probably wouldn't enter the game into any sort of competition. I later had second thoughts after really getting into the development of the game and it becoming more than a short experiment. The game itself though is still quite short compared to the time investment needed for playing Hallow Eve to completion, too short for Spring Thing 2012, which I missed the deadline of putting in intent to enter anyway. Perhaps it will be entered into the next IFcomp if it is well received by the beta-testers. Lunar Base 1 should be sent out to beta testers within the next couple of weeks! If you are interesting in being a beta tester, please leave a comment or contact me through my website.

I would also like to thank everyone that gave me input on my last blog discussing the colors of the moon. It helped me feel a lot more comfortable with the words I put down in my descriptions.

Wednesday, February 1, 2012

What Color is the Moon?

Making a new sci-fi game on the moon was something at first I thought would be fairly simple. I would only need a few rooms to simulate landing on the moon and walking into a base there. I would only need one or two NPCs. Of course, I was wrong. Timing and inventory issues are still a time-sucking hurdle to get over for my second IF. Trying to make the game very detailed, yet not annoying while reflecting those details is also a new practice for me.

As long as I can remember, the moon and outer space in general has always fascinated me. Growing up, I was intrigued by books on space and had the experience of going to Space Camp in Alabama when I was 11. At that point I started asking questions and wondering about things that I couldn't understand then. Some persist to this day, and it's always a relief to resolve them in my mind. However, I still have a question that persists as I write this game:

What color is lunar soil?

This isn't a question you can merely type into Google and get a definitive answer. In the 1960s before the manned Apollo missions, there were encyclopedias saying that the moon's soil was high in silica and other materials which would give it a slight orange appearance. Apollo camera footage makes it appear grey. I've seen many, many NASA slides of lunar rocks and soil. Usually the soil is consistently grey, yet I've seen different colors in some rock samples. I've posted a couple to show the general contrast.

Apollo 14 rock

Also, how would the light photon physics of sunlight affect the appearance of the soil? I'm thinking that if the soil itself has a lot of reflective materials in it that it would sort of glow slightly like snow at night during a full moon. Even if it were grey this could happen, much like concrete dust.

Apollo 17 rock

With the stars issue, I'm fairly certain that the light of the sun would drown out visuals of any other stars, though Earth and Venus should be visible. What really bothers me is the color, even though it will only be visible to the players in their heads after reading my description.

Hopefully I can decide on all of this soon. The story and puzzles of the game are completely planned. At least those are already laid out and for certain.

Friday, December 30, 2011

End of Year Update

It's been a while since I've taken some time to post here, so I figured that I would get one more up before the end of the year. This blog is 2 months shy of being a full year old now and I hope to keep with it for some time to come.

2011 has been a fairly interesting year. I completed my first interactive fiction and entered it into Spring Thing, completed a much more polished version of that and released it to my website, and also began 2 new projects. I've become a lot more comfortable with Inform7 which I started learned a bit over a year ago. I do hope to learn more about other IF programming languages in the future though.. TADS, Adrift, Hugo, and Quest. So far I've only tinkered around a bit in Quest. Playing games written in the other three, I've noticed interesting different aspects to each.

I haven't quite decided on the final title of my recent science-fiction IF, but I can say that it's coming together quickly now. The story itself, the table of events so to speak, and the puzzle are all pretty much complete. I just need to spend a few more hours coding it all in I7 and playing around with it before releasing a test version. The source code of this project is much neater and easier to work with than the extremely long (albeit and also sloppy) source code that became Hallow Eve. This is due to having less than 5 total rooms, few characters, and less free range random problem-solving. It's also a short game in general.

The "interactive dreaming" game should be taken off the backburner around late February. The length of delay for the release of it will be dependent on how soon I can get out and take a few more photographs I need for the game. If it's well received, it may become part of a series. As of now I'm unsure how long it will be. It looks like I could get a lot of use out of the puzzle and travel framework if that's what I wanted to do, however it's still completely untested by anyone but me.

If anyone would like to test the science-fiction game beta that should be done in three to four weeks, leave me a comment or something and I'll shoot you a copy. See you next year!

Friday, October 28, 2011

Hallow Eve 2.0 Released


It's finally done! Just in time for a bit of Halloween fun, the final version (2.0) of Hallow Eve has been released. 

You can play the game and see all the extras on my website here. Note that this page will have a couple of minor edits added this evening.

Also, I'm told the IF Wiki entry for the game should be updated fairly soon.

Enjoy and have a Happy Halloween!



Wednesday, October 12, 2011

Hallow Eve 2.0 Almost Ready For Testing

(From Vault of Horror #15 - 1950)

Today I will be bringing down all of the Halloween decorations from my attic, so I thought it would be fitting to blog about my holiday-themed IF. I will be sharing the current build of the Hallow Eve with a few play-testers around the night of the 15th. If they have time to give the game an hour or two worth of testing within about a week and a half, I should be able to have the finishing touches done by October 31st. 

In the meantime while they are doing the testing, I hope to complete a couple of other additions to the game. This should include slightly improved cover art, better general instructions, and maybe a hint menu for those that don't want to look at the walk-through. I will also include a map of all 46 rooms. I would like to not only include a scan of the development map I made on graph paper, but if I have time I will also make a fancier version that would make a good print-out. I had wished to include these things in the original release of Hallow Eve I submitted to Spring Thing 2011, but I was a brand new IF author at the time and really had no realistic concept of what I could achieve and polish before my deadline was up. The source code also needs a bit cleaning up if I am going to release it. It's bad enough that I find it a bit embarrassing now that I know more about programming with Inform7. The main thing is that the current state of the code is still quite sloppy.

I'm currently about 90% done with this revision. I just need to spend a little more time checking the timing of events and adding my fixes. With the new version, I am trying to address just about every issue that reviewers picked out in the Spring Thing entry. Hallow Eve 2.0 still starts off a bit slow. However, some time-jumps have been put in place and now a huge chunk of the time waiting for things to happen near the beginning of the game is "on the rails". This means that the game will move along regardless of player action for a bit, while the player enjoys a situation similar to a haunted trail.

If anyone else has interest in testing the current build of the game sometime after this Saturday night, shoot me an email to jizaboz (at) hotmail.com as soon as you have a chance and I will put you on a mailing list. To anyone else reading this who is looking around for some Halloween-themed interactive fiction to play but isn't interested in testing, I encourage you to try the work of other authors already released and to wait for version 2.0 of Hallow Eve. It should be a more enjoyable experience than 1.0. That is... unless you hate Friday the 13th movies.







Tuesday, July 19, 2011

Interactive Dreaming - The Character & The Conversation

A few weeks ago, I created an introduction sequence prototype to my game that basically allowed you to create your own protagonist. Although I found it simplistic on the surface, the more I played around with it the more I frankly became intimidated of the concept. The prototype of the conversation system has also brought this more to light. This post describes the process of how I am deciding what will be the final conversation system in my interactive dreaming game and what the player itself has now become. 

Originally, when the game initialized you were asked by an “NPC” what your name is, followed by asking your "mood of the day" and what sex you are. I had planned on the latter two questions triggering variations in the story. “Mood” is an easier variable for me, because my first few drafts of the story depend on your mood before you went to bed dictating what sort of dream sequences you may encounter on your journey. Trying to facilitate the same for female perspectives is a whole other can of worms. I knew that I could code it, but I also knew that I would need to relay story plots somehow to my girlfriend or my sister for them to give me some insight of how the story should be told from a female perspective. The more I think about this, it just seems like a bad idea for this story no matter how much I would like to include those additional features..

Having your choice of gender determining some aspects of the story also brings up another issue. What if the player is playing male, but wants to interact with the NPCs in the story in a homosexual or bisexual fashion? I have no idea how to even going about implementing these sorts of choices or situations while still making them realistic, and I'm as clueless about making these elements realistic as I am with the female element.

These are my actual dreams I am creating these stories from for the game. However, in our dreams we sometimes act in ways that we wouldn't even attempt in our waking lives, or perhaps even undergo some sort of transformation. In Hallow Eve, I tried to keep the character as “blank” as possible. This really isn't a good choice for interactive fiction to a lot of people, unless the game's story is completely gender-neutral. I think for this story it would be best to stick to the boring old typical male protagonist. Even more boring is that this protagonist would  be me.

Now, for the conversation system. Originally, I thought of a system that I found simple as a kid such as the one in Ultima V. Initiate a conversation by triggering it with a “talk” command, print the first bit of text with a few words in bold as “topics”, then allow input of any of those bold words to get some text on that topic, and finally accepting the word “bye” as a way to terminate the conversation. For my attempt at this, I figured I could just plug in Keyword Interface by Aaron Reed. Including that gave me a conflict error in Inform7 dealing with color table code that I already had in place for use with Glimmr stuff. It also made me think that although this an excellent extension if I wanted to use the interface for more than conversation would probably be overkill for what I would ultimately need anyway.

For the time being, I've ended up using a numbered menu that I originally created for generating the sex and mood of the player. At this point I'm fairly certain that I'll remove choosing gender and entering your name, but use the numbered menu for conversation. The current system still uses a general trigger for talking to NPCs, “TALK TO X”. The NPC will then say some text, immediately after which a menu of responses will display. This will be more like Fallout 3 or Dragon Age II than The Secret of Monkey Island. That is, the choices will be real forks in the conversation and even the main game plot itself; rather than just seeing a few funny choices, but ultimately knowing which one would advance the plot. These choices should be both varied and dynamic.

Although I've got quite a bit of the general story framework done in text outside of my project, nothing is set in stone yet. I'm still having a bit of fun experimenting right now. I haven't set myself any sort of deadline for completing the game except for wanting to get it done within about a year. Any input on this is greatly appreciated. 

Thursday, June 9, 2011

Interactive Dreaming GUI Update

06.12.11 Note: I just heard back from someone with iFrotz. A new version has been released that addresses the missing elements, but the clicking on compass directions issue is still being addressed.

06.13.11 Note: Screenshot added of the prototype playing in iFrotz version 1.5.3.

With two out of three of the games beaten that I mentioned in an older post, I have been working more on my new project in between my full-time job and playing some Cryptozookeeper. I'm trying to settle on a final layout so that I do not have to keep going back and changing things as I write the actual story code. I have it looking very close to what I want it to be when I'm done. I just need to add a few more buttons and make a few more minor changes.

Here is a screenshot of the new layout thus far, running in Gargoyle..


Both of the status bars have been re-sized and re-arranged to the right of the screen. The scenery picture has been centered a bit more over the story text. All elements of the UI draw correctly when re-sizing the interpreter window.

Owning a fancy Apple device would be nice (I'm not quite the Apple hater that I was back when I created Corporate Doom), but I simply can't afford just about anything recently made by the company. However, I am trying to ensure that the game plays well on Ipad and Iphone, because of the current popularity of such devices. Who knows? Maybe I'll own one myself one day. In the meantime, I must rely on others to test the game on these pricey platforms. Luckily, the tester that helped me trouble-shoot Hallow Eve owns a Mac and an iPad, and he has tested the prototype on both.

Here is the prototype loaded in Spatterlight for Mac..


I'm satisfied with this. It looks exactly the way I expected and intended. Now let's see what it looks like in Zoom for Mac..


We have a line drawn here I've never seen before. However, it's in a non-annoying place, so I'm not bothered with it at all. This is fine. 

One note the tester gave me was that in Zoom you have to double-click the compass directions to remove, while this only requires one click in Spatterlight. Again, no biggie. I can live with that. Alright, now something I was really curious about; the game loaded in iFrotz for iPad..


Uh-oh. That's not good. As you can see, my meters are missing in this version. It's as if iFrotz had no problem with displaying anything that displayed graphics from files, but it could not draw "primitive" words, boxes, or rectangles at all. The tester also reported to me that if he tried to use the compass to move in this version, it would start to bring up the virtual keyboard, then completely crash the system. 

From what I understand, iFrotz is the only .gblorb interpreter for iPhone or iPad. I have read that glulx support in iFrotz is "still new and fragile", though I've also seen some recent updates. I'm going to point this out to the iFrotz bug-squashers in hopes that it will be addressed in the next update. 

EDIT: As noted above,  iFrotz 1.5.3 addresses the graphics issue seen in a previous version. Now all I have to wait for is the action of clicking elements in the UI to perform functions to be working. Here's an image of the prototype running in 1.5.3...



In the meantime, I'm going to carry on with the game as-is while testing in Gargoyle for Windows and Linux. Adding the last few UI elements, taking and adding more photographs for scenes, and setting up some more game mechanics. I've been writing the story and plot themselves separately in a word processor, instead of just jumping in head-first as I did with Hallow Eve. I welcome any recommendations, comments, or criticisms any of you reading this may have.