vivdunstan: Art work for the IF Archive including traditional text adventure tropes like a map, lamp, compass, key, rope, books a skull, and a sigh referring to grues (interactive fiction)
Fellow cat lovers may want to check out "Marbles, D, and the Sinister Spotlight", an entry in this year's Spring Thing festival of interactive fiction games. This one is a traditional parser text adventure, where you play a cat, who has to help your person explore a mysterious theatre. You get extra points for doing cat like things. It's delightful. And very newbie friendly.

TEST X

Mar. 21st, 2025 03:21 pm
vivdunstan: Art work for the IF Archive including traditional text adventure tropes like a map, lamp, compass, key, rope, books a skull, and a sigh referring to grues (interactive fiction)
Pleased to manage some more interactive fiction game coding, now developing chapter 6 of 7 in my next parser text adventure game. Not developing in sequential order! Currently flitting to and fro between coding in Inform 7 and researching a topic. While also trying to visualise the scene in my brain!

Inform 7 is a magical system to code interactive fiction games in. But it's also brilliant how you can quickly test things even just to improve writing. I've just coded another test command "test X" to jump to the latest code. I can't say what X is - spoilers. But I'm very happy typing that command!
vivdunstan: Art work for the IF Archive including traditional text adventure tropes like a map, lamp, compass, key, rope, books a skull, and a sigh referring to grues (if)
Revising the interactive fiction section of my website, postponing my next IFComp game to 2026, not later this year. On plus I have a really good design worked out and it's well in progress. But it's bigger than I'd initially planned, and I want to give it enough time to develop sufficiently richly. Postponing the game entry to 2026 gives me lots of time to develop all of its chapters much more fully. And also to allow for at least a couple of rounds of thorough playtesting. I'm really excited by this new game design, and want to do it justice. Allowing more development time should really help!
vivdunstan: Art work for the IF Archive including traditional text adventure tropes like a map, lamp, compass, key, rope, books a skull, and a sigh referring to grues (interactive fiction)
More interactive fiction game design work, drawing up an honest assessment of the current state of implementation of my next game. AARRGGHH!! Even if I know some bits have detailed designs worked out, just needing ("just" haha!) coding. But this all does help focus the mind on what to tackle next. Eg I may tackle chapters 6 and 7 next - already largely designed, relatively easy to code - while musing in the background more ideas for the scarier chapters 2 and 5.
vivdunstan: Art work for the IF Archive including traditional text adventure tropes like a map, lamp, compass, key, rope, books a skull, and a sigh referring to grues (interactive fiction)
Good bit of game design, planning out more of Chapter 4 of my latest parser interactive fiction / text adventure game. This time I was figuring out some plot structure in Twine, before coding in Inform 7. Figuring out obstacles, story beats etc. Have also been looking at ideas for Chapter 5. I'm designing/coding multiple bits at the same time. There will be 7 chapters overall. Quite a lot bigger than my previous game.

Especially pleased to manage this today because I've been too asleep all week to tackle it before. But finally got a good bit of game design work in! I was adding all the bottom half of this diagram today.

vivdunstan: Art work for the IF Archive including traditional text adventure tropes like a map, lamp, compass, key, rope, books a skull, and a sigh referring to grues (interactive fiction)
Gosh this looks fun from Andrew Plotkin: The Visible Zorker, a new way of visualising the game source code being executed as interactive fiction / text adventure game Zork 1 is played.

IFComp 2024

Sep. 1st, 2024 04:12 pm
vivdunstan: Art work for the IF Archive including traditional text adventure tropes like a map, lamp, compass, key, rope, books a skull, and a sigh referring to grues (interactive fiction)
IFComp has opened for another year, with 67 different interactive fiction games entered. Ranging from traditional parser text adventure games through to choice based pieces and RPGs. I have a game in the competition this year ("Bad Beer") but would encourage folks interested in new IF games to check out all of the competition entries. All are worth playing, covering a huge range of genres, themes and styles. Judging is open to all comers, and runs until October 15th. https://ifcomp.org
vivdunstan: Art work for the IF Archive including traditional text adventure tropes like a map, lamp, compass, key, rope, books a skull, and a sigh referring to grues (interactive fiction)
Brainstorming a new IF game and came up with 10 very rough ideas. One calls out to me the most strongly, but I may also include elements of another five. That should be enough for getting on with! Much to do, but excited. As with the last one I want to get the bulk of the design in place before coding. Many months of slowly musing over ideas to come.
vivdunstan: Art work for the IF Archive including traditional text adventure tropes like a map, lamp, compass, key, rope, books a skull, and a sigh referring to grues (interactive fiction)
Just finished my IFComp game coding, and uploaded a game file to the competition website. 4 weeks ahead of the deadline. But I can now relax. Seeing the preview there, including how it will look to people browsing the competition website, is exciting. It's also nice to see the play online option now works for it.
vivdunstan: Art work for the IF Archive including traditional text adventure tropes like a map, lamp, compass, key, rope, books a skull, and a sigh referring to grues (interactive fiction)
Sending out my IFComp 2024 game for its final round of playtesting. Scary and exciting at the same time! Also tomorrow I will be officially registering to enter the competition.

1/107

Jun. 27th, 2024 09:29 pm
vivdunstan: Art work for the IF Archive including traditional text adventure tropes like a map, lamp, compass, key, rope, books a skull, and a sigh referring to grues (interactive fiction)
Down to just 1 thing left on my todo list of IFComp game fixes. That was 107 items long, including some tricky or major changes. I will be signing up to enter IFComp at the start of July, with final game submission due in late August. The competition and judging runs through September and early October - a month earlier than in the past. And yes, I really need to sort out some cover art. I have a design in mind, and have been experimenting with ideas re drawings on my iPad. That O'Grade in Art and Design has to come in useful somewhere 😜
vivdunstan: Art work for the IF Archive including traditional text adventure tropes like a map, lamp, compass, key, rope, books a skull, and a sigh referring to grues (interactive fiction)
I'm nearing the end of getting my latest competition interactive fiction game ("Bad Beer") ready for its final round of playtesting. At the moment it's 13,363 words of Inform natural language source code. It will get a little longer when I add more customised responses to standard commands (one of the last few things to do). But not much longer. It is going into IFComp 2024 in August.

By comparison my 2018 IFComp game "Border Reivers" is 18,926 words of code. Though much of that is in tables for conversational responses: 7,000+ words for those alone. My 2020 Spring Thing game "Napier's Cache" is 23,181 words of source code.

"Bad Beer" is a modest game in scope, but is still deeply implemented. At least it was manageable in the time I had!

Afterword

Jun. 18th, 2024 05:26 am
vivdunstan: Art work for the IF Archive including traditional text adventure tropes like a map, lamp, compass, key, rope, books a skull, and a sigh referring to grues (interactive fiction)
Just quickly coded an afterword for my IFComp game. I always think something like this is nice, to decompress after playing. And for the author to have a chance to say a few more words to the player after playing. In less than two weeks I'll be submitting my intention to enter this summer's competition. Getting real!

Bug fixing

Jun. 15th, 2024 09:28 pm
vivdunstan: Art work for the IF Archive including traditional text adventure tropes like a map, lamp, compass, key, rope, books a skull, and a sigh referring to grues (interactive fiction)
Struggled enormously to wake at 4.30pm - still very heavily sedated from my latest post Covid vaccine neuro flare. But currently - miraculously! - awake enough to fix a couple of key bugs in my IFComp text adventure game. I have a couple more weeks to work on it before the final round of playtesting. Still have one big structural change to make, as well as many small things (I'm about halfway through my to do list). But pleased with tonight's brief work. Which I have also tested as much as I can re the new code. Lots of running around locations in the game, trying to beat a time issue, and also observe what happens in different places and different situations.
vivdunstan: Art work for the IF Archive including traditional text adventure tropes like a map, lamp, compass, key, rope, books a skull, and a sigh referring to grues (interactive fiction)
After being offline for years, the play transcript of the ClubFloyd folks playing through my interactive fiction / text adventure game Napier’s Cache is back online. I loved seeing how the players tackled my game. This game was inspired by a true story in my family history, involving mathematician John Napier. It was so much fun to write.
vivdunstan: Art work for the IF Archive including traditional text adventure tropes like a map, lamp, compass, key, rope, books a skull, and a sigh referring to grues (interactive fiction)
With a new month it's time for me to start looking at revamping my IFComp interactive fiction / text adventure game. I've had fab feedback from the initial playtesters, and want to make lots of key changes before final playtesting in July, before the competition in August. Maybe start Monday though!
vivdunstan: Art work for the IF Archive including traditional text adventure tropes like a map, lamp, compass, key, rope, books a skull, and a sigh referring to grues (interactive fiction)
Blitzed lots more game coding overnight. Now just have to draw up a walkthrough and instructions for playtesters, and then I can send out the recruitment call for volunteers. Going to leave it a day or two before doing that to give me a bit of a break, and a bit of distance. But delighted to get to this stage. This is my latest interactive fiction / parser text adventure game, that I'm entering into IFComp this August coming.
vivdunstan: Art work for the IF Archive including traditional text adventure tropes like a map, lamp, compass, key, rope, books a skull, and a sigh referring to grues (interactive fiction)
Looking ahead to the next week, when among much sleeping (thanks not neuro illness!) I hope to get my IFComp 2024 text game ready or almost ready to go out to playtesters. Who I will also then look to recruit. I adore writing parser interactive fiction. But it definitely needs good playtesting help!

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