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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.
Created by

Andrew Plotkin

713 backers pledged $31,337 to help bring this project to life.

Welcome to the new age

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(I have that song stuck in my head, sorry about that.)

It is the end of January; it's been six weeks since my last update. Merry 2014! The holidays are over and I ate a lot of cookies. You've probably forgotten what my voice sounds like. Welcome back. Or welcome me back, I'm not sure which way it runs.

January was a weird month for Hadean Lands development. I said it would be "story bits". What does that mean?

Way back when I was sketching out this storyline, I outlined a set of characters who would appear throughout the game. I sketched out their roles, and how they would relate to each other and to you. One appears at the very end of the teaser, if you recall back that far:

  • You can see a figure caught behind the fracture. You peer closer in the gloom... That's Lieutenant Anderes, apparently frozen mid-step. What's she doing down here? And why is she carrying a crumpled alchemical recipe?

My reputation is for not writing games with a lot of interacting characters. It's just not my thing. I suspect it will never be my thing, but I keep trying to put them in, and they keep winding up... heavily constrained. The interrogator in Spider and Web only permits you to respond "yes" or "no". The NPC in Dreamhold is only seen in flashbacks.

I've gone through the same cycle with Hadean Lands. As you see, the character above is "frozen" in a splinter of cracked space-time. Not exactly Floyd the chatty robot. Don't get me wrong: these characters will be woven into the story progression. Their positions and situations will not be fixed throughout the game. I have some ideas on non-traditional interactivity, which I think will be nifty.

On the other hand, they're not as deeply integrated with the puzzle-based storyline as I'd like. (Some critics would say Dreamhold had the same problem.) I've had this outline sitting in my notes for... way too long... and this month I just sat down and crunched out the text. If I had written it in parallel with the past three years of puzzles and map code, it might have come out smoother. (If I hadn't seen it as scary Character Writing to be procrastinated... oh well. Like I said, it's not my thing.)

Anyway, it's done. I now have a text file with N characters, described differently in M stages of the game, with X variations for branching possibilities. It's not a big text file, but it covers all of the game. And that's a task checked off. Victory!

As you can tell, I have reservations about this stuff. I had reservations about the flashbacks in Dreamhold too. Should I let that slow me down? No; I should get on with writing the game.

The good news is that this text was the last scary part. Now I have the map structure, and the puzzle mechanics, and the story bits, so I can dive into my usual IF-building plan: start at the beginning, implement until the end.

Thus: tomorrow, I will sit down and re-implement the beginning of the teaser. (It's changed somewhat, so I can't just copy the code over.) I'll start setting up the first room, just as the player will see it. I'll build all the scenery. Then I'll hook in that first ritual. Then I'll move on to the second room...

I still can't say how long this process will take. I won't finish it in a month. But it's the last stage of implementation. When I reach the last room and the last puzzle, I will have a playable draft of Hadean Lands. Scary, eh?

Quick note about related IF work:

  • I've updated my IF test tool to handle "include" sequences. (This will become critical for me, as HL proceeds.) It can also now test the contents of the status line. (Totally unnecessary for me, but I've been meaning to add that feature. Somebody must want it.)
  • I have planned out a wacky little iPad text game, which currently bears the code name "Edifice Gumshoe". (Inelegant, I know.) I've started implementing it, in spare hours. I'd like to ship it in the next couple of months. Just so that the world doesn't forget my name.
  • I'm making tentative plans to attend Balticon again; I might even appear on some panels about interactive narrative. 
  • I've hung up a Heavenly Shining Beacon of Hope in my computer room. This has nothing to do with IF. I just like it.

I'll see you at the end of February. I'll tell you how many rooms I implemented in a month -- and with that, I might even have an estimate for finishing the thing.

Jeremie Lariviere, Matthew Ryan, and 2 more people like this update.

Comments

    1. Creator Byron Campbell on February 3, 2014

      Honestly, I don't think all IF needs interactive characters. That's one of the great things about IF as opposed to other genres of computer game: you can put the player in literally any situation, whether it's alone in your apartment or in the middle of a crowd. It's part of what gives your games their special atmosphere, IMO.

    2. Creator Mark Guidarelli on February 1, 2014

      Sounds like the game is really shaping up, getting excited!

    3. Creator Jeremie Lariviere on January 31, 2014

      I appreciate getting the update.