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.







Sunday, September 18, 2011

New Sci-Fi IF Started

(old NASA public domain image)

About a week ago, I finally decided to give the Quest interactive fiction creation system a try. I think it's a fairly nice system. Creating a simple adventure in it is pretty easy. While thinking of a short "test story" to create within the system, I remembered an idea I had years back of a stage play of sorts I had thought up involving 2 astronauts stranded on another planet. After about two hours of fiddling with creating this in Quest, I decided that I could probably code the desired effect better and faster within Inform7. With that decision made, I ported all of my existing text into Inform7. I haven't completely abandoned Quest, but right now it just isn't a system that will suit what I'm trying to do any easier or more effective than I7.

Two other works of IF come to mind in this genre: Fragile Shells by Stephen Granade, and an old game called Stranded (a game with the same title was also released in 2001 about being on an island) and another game for Commadore 64 that I watched a play-though of on YouTube. Stranded is a very short game with graphics. It borrows a lot of concepts from the Dr. Who television series and has more rooms than I would want to implement for my own sci-fi IF. Fragile Shells is set in a space station and there isn't any NPC interaction (or graphics), instead relying on excellent descriptions and puzzles to move the game along.

The working title of this new sci-fi IF is "Stranded on the Moon", though that is subject to change. Although the setting is very desolate, NPC interaction should prevent the game from feeling too "empty". Along for this ill-fated journey is another astronaut named John, who may not handle a chaotic and isolated situation as well as you. There is a heavy theme of "what if" at play, as this is science fiction. What if man never set foot on the moon until the year 2050? Could the lethality of the lunar surface be underestimated? What else could be there waiting for us? I think such a setting would not only be fun to create, but also fun to play.

At this point I now have three interactive fiction works in progress. The new project, the "final version" of Hallow Eve, and my Interactive Dreaming project. I'm still set to release Hallow Eve by October 31, 2011 and I hope to get a couple of beta testers to try that out around October 15th. I plan on cramming a lot of work into that next week... as much of it is basically grunt work and bug-fixing. Interactive Dreaming contains quite a bit of media and is still in a experimental stage. I may be entering that into Spring Thing 2012. This new sci-fi game will also be a bit experimental but will also be very short. I hope to keep it in the Z5 (short, text only) standard. It will not be entered into any competition. Instead, I will just release it along with the source code when it is completed and tested.

Monday, August 29, 2011

Comparing Other Interactive Dreams

Today I was on the IFDB and did a search for the term "dream", looking for other games within the "interactive dreaming" theme. On the second page of the search results I came across a game called Dreadwine by Eric Eve. Dreadwine was submitted to a small competition that I had never previously heard of called IF Dreams. I decided to play all 3 games in the IF Dreams 2006 McDream Minicomp to see how they compare with how my newest interactive fiction project.

All three games in this competition were quite different from each other in terms of how the games flowed. I found The Retreat by J.D. Clemens to not feel very dream-like at all. In contrast No Famous by Erik Wennstrom felt almost too dream-like in ways. Dreadwine by Eric Eve was sort of a middle ground between these two extremes. Playing these definitely gave me a few things to think about with my own WIP.

Note: There may be a spoiler or two in the paragraphs below regarding these three games. 





The Retreat

Nothing that occurs in this game strikes me as anything that couldn't just as believably happen in the physical real world. The introduction to the story tells of some great apocalypse that is coming and essentially everyone is doomed. So now, you've been invited to party away your last living moments over at some guys house that you only vaguely know.

There are many NPCs with a lot to say, and talking to them normally made the story progress. The party continues until your impending doom approachs closer, forcing you and NPCs further into the party house. There was no twist for me at the end. No surprise. Nor did the ending give me any more reason to believe that what I just experienced was dream. Perhaps the dream that inspired the author to create this game was realistically vivid?

Dreadwine

This story begins in a café where you are accompanied by two NPCs. A bottle of foreboding wine sits on the table, and there is talk of something very strange and diabolical happening. It is soon that you realize that you had best escape this town as soon as possible to prevent meeting the same fate as the other citizens. Phrases such as "...it's strangely quiet for so crowded a spot" and the fact that other NPC encounters are "almost as insubstantial as ghosts" add an eerie and dream-like feel to the environment.

There are fourteen total rooms. Only a few of those (as far as I can tell) really drive the story. There may have been more I could have done with the boat, though I couldn't convince my female companion to get in the boat with me after pushing it into the water. This game ends in an obvious 'wake-up' from the dream. There weren't a lot of abstract occurrences in the story to make the game more dream-like, but the dream itself apparently inspired the author to write a good story.

No Famous

This game certainly did not lack an element of abstract dream-like strangeness. In fact, it actually over-does it a bit in my opinion. Right off the bat, I sense that I'm in a seriously wacky dream. I'm dealing with the presence of trolls, and I'm in the forest ready to ride a dining room table over rushing water with my sister. After making my way to a river bank, there's an elevator door here which feels completely out of place (the way many doorways in dreams can quite possibly be). All of this is reasonable to me, until I enter the elevator. I wasn't mapping this as I went along, but I'm pretty sure that effort would have been for not. Am I naked in a school? Naked in my own house? An airport? It's hard to tell because the game seems to tell you all of the above at the same time.

The goal of this is to get yourself to wake up after performing a few actions in the dream. References are made about realizing you are impossibly many miles away from where you should be and general disassociation, both of which I can relate to in personal dreaming. The 'dream within a dream' concept was a bit much for this game, as it involved more looping through the same locations that you aren't even sure that you are actually standing in.  I would say that out of the three games, this one is the closest to being a sort of "dream simulator". Unfortunately, there isn't much of an aspect of story-telling at all and that the mechanics of the game were a bit overly confusing for the effect of the simulation.






Wednesday, August 3, 2011

Interactive Dreaming - Barbie Did It First

The other day I was watching my girlfriend play a few old 8-bit Nintendo games. One of which was Barbie. I remembered seeing my sister play that game when I was younger. The main thing I remember about the game was that I found it to be way too hard to be a "little girls game". Another thing I remembered was the strange setting of the game.


 Barbie was a platform game, meaning you walked from side to side while jumping and avoiding obstacles and enemies. Each level was a "dream", and Barbie must collect "Zs" to avoid her dream from ending. If it does, she sits up in bed and has the option of waking up or going back to sleep.


These concepts of the Barbie NES game are nearly identical to ones I am using in my new interactive fiction, Interactive Dreaming. In the case of my game, five levels of "anxiety" are used instead of "Zs". Once your anxiety is filled, you are also then sitting up in your own bed and contemplating the same choice. However, a couple of differences with my game is that you may not always return to the same "stage" as Barbie did, and there's also another factor which may cause your dream to fade; lucidity.

Still, I was amused at the similarities. I've tried thinking of other games that follow a similar model, but I can't really think of any. If anyone reading this thinks of one, let me know. Nightmare on Elm Street (also for NES) came to mind as well, but the point of that games was actually to not fall asleep.


Right now in the development process of Interactive Dreaming, I'm almost through the prototype and planning stage. I've shifted more towards actually producing content for the game (although some of the images used are place-holders for now) while polishing the general design framework of it, including the conversation system. Although I intend for the first installment of this game to be rather short, it will probably end up being a non-competition release unless the timing is right. This way, I will take plenty of time to polish and test things.

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.