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I'm going to write and sell a full-length text adventure for iOS (iPhone, iPad, iPod Touch). The game framework will be open source.
I created a full-length puzzle text adventure. (Available for Mac, Windows, Linux, and iOS.)
I created a full-length puzzle text adventure. (Available for Mac, Windows, Linux, and iOS.)
713 backers pledged $31,337 to help bring this project to life.

Halloween and progress report

A week ago I tweeted: "With Meanwhile stable, my Next Damn Project Slot is open as of Monday. And that means Hadean Lands (aka the Previous Damn Project)."

Perhaps you read that with a detached, urbanely ironic skepticism. Or not. Maybe Twitter can't tolerate that much irony. Who knows. Anyhow, last Monday, I opened up my HL design notes file. I brushed the dust and dinosaur vertebrae off it and read through. Here's what I quickly realized:

  • There are way too many ideas in this file. My notion of what should go into this game was, let's say, overambitious.
  • However, the ideas that are coalesced into *puzzles* and *plot* are fine. (Except for that thing about airlocks. That isn't going to fly.)
  • Thus, I must throw out 80% of the unattached ideas, and use the rest to fill in the gaps in what I've got. And then I'll have a design.
  • True, there are a lot of gaps. But there are plenty of ideas to fill them.
  • Geez, this is a complicated puzzle structure. No wonder I bogged down before, trying to fill in the gaps.
  • To the bat-cave!

Er, that last should read: I need a complexity management tool! So I quickly wrote one: PlotEx, a Python script for exploring puzzle plot constraints.

This is not an IF creation tool, specifically. It just lets you express your puzzle constraints in a simple way: what needs to happen before what, what requires what tools, and so on. Then it computes all the consequences of the scenario; it shows you what states can and cannot be reached. You can try variations like "what if the player never solves *that* puzzle?" or "what if the player has an extra invisibility potion?" Basically, it tells you whether your game is solvable, or whether parts of it are solvable too soon.

I've written a whole big article about PlotEx, plus documentation, so I won't go into further detail here. Bonus example: the plot logic of Enchanter rendered in PlotEx. Take a look if you think it might be useful to you. 

Has it been useful to me? Heck yes. I have now filled in many gaps, and I have a much better idea of what elements I can put where without breaking HL. Furthermore, I can keep testing this; I can write unit tests for the game logic, effectively.

Of course, you might say I would have made more progress if I hadn't written up a whole big article plus documentation. Maybe. But this is how us geeks work.

More soon.

In other news -- or rather, the news I started with: Meanwhile has been sent off to App Store review. If nothing goes wrong, it will be available *Tuesday, November 8th* (slightly earlier in Eastern climes!)

Happy Hallows, or whatever you do. (I watched the Anti-Morris.)


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    1. Dan Efran on

      Sweet! I think PlotEx is going to be really handy. Now if you can make it parse i7 source....