Friday, November 11, 2011

IF Comp 2011

Here are a few short reviews for the IFcomp games I've played this far. Some mild spoilers may be present.




BLIND

This game was an interesting premise to me. In it you actually play a blind person. While I myself am not blind, I did have an eye injury some years back that left me temporarily blinded for a few days. During those few days I learned to do quite a few things differently to compensate. I wondered if that painful experience would come in handy playing this. Also, I do hope to read a review by someone who has played this game who has been blind all or most of their life. I would be interested in that perspective of their experience playing it.

Sometimes I'm allowed to 'look' at some objects though, which tells me that looking wasn't completely eliminated (but probably is useless). Then I find that using 'f' does not always print all of the room contents, so I turn on verbose mode. Also, 'look' and 'f' produces different texts, which is kind of confusing. I think the author should have done a bit more to remove any references to sight. Right off the bat my movement and progress is very constricted. I needed a couple of hints at the beginning of the game to get out of the first room.

Bah, I think I'm stuck again. A hint tells me to set up a trap basically, though I don't have any real strategic reason for doing this yet in my mind unless I'm going to camp out in this room.  As far as puzzles go, I'm more of a "let's just play around until I have to deal with something" kind of player. Doing another feel around the room once the trap is set returns a strange bit of text. I don't think something should seem to be somewhere if I actually put it there myself.

This game has a lot of items (and benches in one room). There are also has inventory limits. I came across quite a few scenery things noted in the room summaries that should have produced some sort of text. However, I was able to look past these flaws because I found the setting to be interesting. In the garage, if you type "open door" there is no "garage" option, while "open garage door" returns that the door is locked.

This game apparently has many endings. I think I probably saw the weakest one. Hmm. Now I am interested in playing this game again with no hints, though I don't think I'll get around to that until there's a new version.

4/10

CALM

"A game of postapocalyptic relaxation" it's called. Sounds like Fallout. The first screen has a difficulty setting. I chose normal. I started out in a run-down supermarket, checking things out while scavenging a few items. My first mission is to find someone, anyone to talk to. After figuring out how to break out of my refuge, I set out into the world. Exits all seem to be clearly marked thus far.

My exploration stroll didn't last long. Soon a pack of dogs was stalking me. I tried to hit the dogs with a pole I found laying around, but somehow the pole "bounces of the pack of dogs" so I had to restore and find a different solution. After restoring, I do my best to avoid the dogs because I'm still unsure how to deal with them. Of course, eventually they find me. I eat something to reduce my stress level a bit.. but the growling dogs increase my stress to the limit. Game over again. This game could probably benefit from either a numerical amount of your current stress level to be added to the status bar, or some sort of graphical meter. The "mood" label isn't informative enough to me. Please include more understanding for your nouns as well.

Then I find a way to deal with the dogs, but only temporarily. I get stressed out again and lose. I'm a little annoyed now. For now I'm putting this aside, and will save a rating for if and when I complete it.

N/A

PLAYING GAMES

After a short introduction, the game starts quickly. The first few puzzles were easy yet fun to solve. Then, I get to a series of of puzzles. The short one isn't too bad. Then I get to the medium one. The error sound drives me nuts as I move the O around a few times, and I give up on this one too.

N/A

SANTALAND

Honestly, I was hoping this game took place in Santa Land theme park. Some of my family has been there a few times, though I have never been. I've only seen the pictures. At any rate, I did like the general premise and plot of the game. The environment was pretty well fleshed out. The only thing was that I just couldn't really get into the puzzles, so I resorted to the walkthrough. Perhaps I'll return to this game when the Christmas theme of the puzzles interests me more one holiday season.

6/10

LAST DAY OF SUMMER

Argh, give me some exits listings here. Don't just make me try random moves to see if I will advance. The story seems ok so far, even if it moves along a bit too quickly. I run into an NPC with a suspicious name, "greengrocer". I guess the author doesn't know the printed name trick yet.  I attempt to talk to him, and I'm told that "I don't need to converse in this story." That's kind of a let-down. Just when I don't know what to do, a "wait" followed by a "look" advances the story. It's hard to get too peeved about that sort of pacing issue when previous versions of my own first game suffered from extremely bad pacing. Short game and I didn't care for the puzzles.

3/10

COLD IRON

I'm moving along looking for something, when I find something else. Everything important in the game with some importance can be read about in a book of fairy tales that you carry along with you. Not a lot of "guess the verb" stuff happening here. This game was very short and there really isn't a lot to it. I easily completed it in about 20 minutes without a walk-through. That being said, there's not a lot wrong with it either.

5/10

SHIP OF WHIMSY

Writing style seems a little odd. I'm forced to use the names of the parts of the ship to move around instead of compass directions. After playing about ten minutes I think I have a pretty good idea of what my first task will be. Nothing I try seems to get anything done, so I turn to the walk-through only to find that it isn't a walk-through at all. It's the full text of his source. Immediately quit playing.

N/A

THE BINARY

This web-based game was easy to get into despite it's weird and random environment. I'm not sure how I feel about the interaction system, as it feels like I'm just clicking on random hyperlinks without putting a lot of thought into things to keep the story moving along. However, I find quick that there is just a little more to it. If I just randomly click things, the story ends up looping around and repeating. I end up looking at the hints after a while and a couple of the required actions to make the game progress have me scratching my head as to why the player would even think to do something.

Couldn't finish this either. Even following the hints. I think a major drawback to this game is the very strict time constraint.

N/A

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.