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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.

Recent updates

June is getting there

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Happy Canada Day (and pretend I said that in French). 82 out of 90 rooms complete.

I'm not really measuring progress in rooms any more. There were only a few days this month that I'd mark as "wrote some rooms". June was mostly spent on underlying mechanisms which are not located in specific rooms; they're spread through the game. I don't want to get spoilery at this late date, but I have implemented large swaths of code for:

  • dragons
  • human figures
  • shadows
  • doors that change state
  • progressive starting conditions
  • ritual environments
  • looking through magical lenses at all sorts of things
  • the alternative to sheets of paper
  • the problem of trying to create two doses of some potion when I've only implemented one 
  • a cigarette lighter

The cigarette lighter was a late addition. Some rituals require you to set stuff on fire. There's a couple of fire sources in the game, and you can light a bit of wood and carry that around, so it's all workable. But carrying around flaming bits of wood turned out to be annoying. They burn out. You have to get more. It felt like an imposition. So yesterday morning I said "Why doesn't this chem lab have handy butane lighters, anyhow? Real labs do."

(I don't call it a "butane lighter", or a "cigarette lighter" either, but a pocket flame source is a pocket flame source. Perhaps you have fond memories of So Far.)

So I can't put the nail in the room-list this month, but I have checked off lots of the game's remaining tasks. I am still fairly confident that I will have a complete, testable game at the end of July. That could slip partway into August, because every task list has a "last 90%" that trails off into infinity. But the game is filling out fast, and it feels like I finished half of the remaining job last month.

I am excited. And nervous.

Again, there's a chunk of work to do after the "complete game" milestone. I'll need to polish the iOS interface and build its eccentricities. (I'm thinking a tappable encyclopedia of rituals, which updates as you discover them. That will save a lot of "RECALL TARNISH RITUAL" commands. And then there's the tappable map, of course.) So August at least is scheduled for that stuff. But I will have beta-test reports coming in as I do the iOS work, so I can parallelize.

Other June news:

For the first anniversary of Seltani, I posted a little puzzle Age called Salvanas. (That link will take you straight into the game world, although you'll have to sign in to solve everything.) No story, just a collection of Myst-style puzzles -- only in text, of course. Statistics indicate that only seven people have completed it to date! Surely this can be improved.

I also got my butt in gear and posted the source code for nearly all of my Inform games. I've always had the source for Hunter, Shade, and Heliopause on my web site; I've now added Dreamhold, Spider and Web, So Far, and several others. (All are under a "for educational/academic interest" license rather than an open-source license.) If you're curious about Inform 7 source code -- or Inform 6, or actually Inform 5 for the oldest ones -- dive on in.

I've been taking a look at new distribution platforms. If you saw Shade on itch.io for pay-what-you-want, would you pay a dollar? I could set that up. There's also the Humble Store, although that's got an application process and their developer FAQ is a bit thin.

And finally, the 2014 Interactive Fiction Competition is open! Gaze in awe at the brand-new web site, built and run by my co-blogger Jmac. Sign-ups and prize donations are now being accepted.

See you at the end of July. With a little luck, I will be into the final stage of development by then.

May report, counting down

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Last month: 45 out of 86 rooms complete. This month: 65 out of 89 rooms complete. I did twenty rooms in the past month. The total grew because I decided to split one room in half, and then added two tiny closets.

This covers most of "chapter 1" of the game. In exploring this far, the player can reach 66 rooms and nearly all of the rituals of the game. (It's the tool-collection stage of the story.) Figuring out how the tools fit together is "chapter 2", and that's how you reach the last 23 rooms -- the tricky ones.

It's not all about reaching rooms. There's a lot of... unlocking cabinets? Okay, cabinets aren't much different from rooms. No, the fun of the game (I hope) is in trying to reach certain locations with certain items. It's fairly easy to enter room X if you use up resource R, but to bring resource R into room X is harder. That sort of thing is "chapter 3".

So the game will involve a lot of backtracking. (Yes, I've implemented a "go to room X" command.) This is why I can't just say "I will implement 24 more rooms and be finished." I will probably implement 20-ish rooms in June, but there are several crucial rituals which occur in existing rooms, and I've been saving those for the end. July is for those.

I still expect to move into testing at the end of July.

Then I have to draw a map, polish the iOS interpreter, and work on other presentation issues. But hopefully I can do that in parallel with testing.

Other news...

The new Inform 7 release arrived on May 7th. People leapt on it with gusto. It's very nice. I've decided I'm not going to shift HL development to it, though. It has no features that I need, and while it's faster in some ways, it's slower in others. Plus -- the time factor. I could easily blow a couple of months updating all my code and validating that it all works the way I expect in the new system. That would be a bad use of my time at this point. So I'll stick to the compiler I've been using.

I have been playing around with an in-game debugger for Inform 6 games. (Built into the Glulxe interpreter, actually.) This is not very useful for I7 games, because it only tells you about the fiddly I6 internals. But it's already helped diagnose a few fiddly bugs. See this source branch and this file if you're interested.

The one-year anniversary of Seltani is coming up soon. I can't let that slip by unobserved, so I'm cooking up a small set of puzzle Ages. Should be fun.

I went to Balticon! It was a fine (working) vacation. (I didn't implement any rooms while away, but I did implement two cabinets.) There was no Lost Pig, but I took part in a handful of panels about IF, narrative game design, and so on. All went well. (Okay, three of them went well. The one on mobile app development fell kind of flat. Next time, I'm sticking to narrative/game topics.)

Speaking of conventions, BostonFIG is coming up again in September. The Boston IF group plans to host IF events there, like we did last year, but we haven't gotten down to specifics yet.

I briefly considered demoing Hadean Lands at FIG. However, friendly voices (thank you jscott) pointed out that it would be tacky to demo the game in public before my backers have seen it. True! So I'm thinking about other game ideas I might whip together by September. The entry deadline is June 20th, so I'd have to whip rapidly, but it might happen...

See you in a month, with -- I hope -- the last room-count progress report.

April only it still feels like March out there

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Seriously, it was 45 out today. Now it's rainy, but that's good news because it's a warm humid front coming in and we should get a May that feels like April, at least.

It's weird looking back at earlier updates. Last month I was pleased because the tutorial was finally done. In February I was pleased because I had finally started writing some rooms. Now the tutorial feels like it's ages past, and I have 45 rooms nailed down. That's 45 out of 86 total. We are past the halfway point, area-wise.

(Yes, I originally estimated 82 rooms, but a few more tiny ones have slipped in.)

So I did... (quick subtraction)... 23 rooms in April. Plus all the associated furniture and recipes and puzzle elements found in those rooms. Also I hammered in some optimizations that speed up large I7 games considerably (see here if you're interested), and added one of the two special viewing tools. And fixed a typo that's been staring me in the face for about a year and a half.

I have been informed that my last couple of update posts sounded disconsolate and defensive. (Not that you folks aren't supportive.) I really didn't mean them that way! This is the home stretch and I have been accelerating down it. I am aiming to do twenty rooms per month for May and June, and that will carry me to the end of HL's physical area. I'm excited.

The game will not be absolutely done at the end of the 86th room, because there is a final puzzle and some final scenes. (Associated with an existing room, but I will write them last because that's how I work.) Throw in some time for writing tests, and I can reasonably say that this thing will move into testing at the end of July. In fact this is so reasonable that I have now said it to you folks, out loud.

Wacky, huh?

The other news of the day was supposed to be the new Inform 7 release. This has slid a bit but should be out in a few days (see this post). I did a bit of final index-polishing last week, so you have that to look forward to.

Onward.

March update

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I will keep this short, because I just noticed that I have to run to the Boston IF meetup soon, and I want to get this post out before then. (A late-night blog post would wind up dated "April 1", and do any of us need that additional cognitive stress? I think not.)

In the past month I have completed thirteen rooms, with all the objects, descriptions, recipes, and messages that appear therein. As usual, some of these rooms are fairly bare (corridors) and others are crowded with stuff.

I have also completed the tutorial -- which took nearly two weeks on its own. The tutorial is intended to hold your hand through the first room. That's basically the content of the teaser game. It requires more code than you might expect. It's done, though.

I have mapped out the "environmental spell component" that I mentioned last month, and started coding it up. That's not a huge task; it was just a corner of planning that I kept sweeping around, and now I've gotten to it.

I did not put in any time on the Edifice Gumshoe project idea. I still have hopes for it, but it wasn't gonna happen this month.

I have finished up some infrastructure work (bug fixes and feature requests for the Inform 6 compiler). These will someday enable bigger and better IF games. They may enable Hadean Lands to be more memory-efficient, but that wasn't the primary goal -- I just wanted to keep the track clear ahead, as it were.

Speaking of bigger and better IF: Graham Nelson has publicly admitted to a planned release date of April 30 for the next release of Inform 7. This is very exciting; the current release of I7 is three years old and the bug list has been building up.

One of the lines in that post mentions "a full index for the documentation." I cheerfully claim responsibility for that one. It's a complete rewrite and update of my old I7 index page. I worked very hard on this in January and February of 2013. Soon it will be out in the world, fully integrated with the I7 IDE.

Am I going to update HL to use the new version of I7? I haven't decided yet. I'll give it a shot. But I've got a lot of code written for the current version. Even if it all compiles with the new version (which it might not; I use a lot of low-level hacks) it might not work exactly the same. And I'd rather not spend a lot of time re-testing existing code, when I could be writing new code. So we'll see.

Upcoming Zarf events:

I will be at the MassTLC Made In MA party on April 10, demoing Seltani. (Also Meanwhile, Dreamhold, and the rest of the iOS demo pack.)

I will be at Balticon in May. I will be on some kind of IF-related panel but I don't know the details yet. (There just might be another Lost Pig run.)

I have made plans to attend Dragoncon for the first time. As usual, watch for the hideous plaid jacket.

And that's it for the month, I guess. See you at the end of April for... more rooms. Probably a lot more rooms, now that the tutorial is all hammered in.

February was kind of nuts

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I suppose you want the room count, don't you. I will give it to you. When? Now, I should think. You look forward to it, do you? I think you do. ...Nine rooms, I got done this month. All clues, all descriptions, all scenery, all actions handled. I can play through those nine rooms and it is a solid, playable IF game.

This is most of what I call "chapter 0" in my notes. After another couple of puzzles, the player transitions to "chapter 1". That's where most of the game opens up, at least a little bit.

But how many rooms are there in this game? I hear you cry. Okay, that's a fair question. There are 82. So you might conclude that I am 11% done with this thing and have eight months of work remaining. And that's... not a completely terrible estimate.

I don't mean that it's my estimate. Or that it's accurate. Rather, I guess, that the possible errors fall in both directions. So I can't say it's definitely too long or too short.

Not all rooms are created equal. Laboratories and storage rooms are packed with exciting objects. Hallways are fairly boring. (They have just a couple of exciting objects that I moved from the storage rooms to even things out.) Maybe 25% of the rooms are hallway. They go by quickly.

Some of this month was spent constructing scenery classes which I will reuse throughout the game. That will save time later. On the other hand, I didn't have a chance to start the tutorial, which will run throughout the actions in the first room and then mostly drop out. A tutorial is hard work and may chew up a couple of weeks of March on its own.

I still haven't tackled the "monocle" plan (changing how some bits of paper are presented), nor one of the environmental spell components. (Neither appears until "chapter 1".) There's some planning to do there.

Some of this month was spent profiling the HL code, just to see if there were any horrible inefficiencies. Of course, there were. So I dug into a little low-level hackwork to speed up certain I7 activities. I will have to do more of this in the future.

So I add all those factors up and shrug. I got a lot of implementation done in February. It was a good month.

What else happened in February? I worked some on Project Edifice Gumshoe. I got as far as an iPad prototype, I showed it to people... total flop. The puzzle mechanic is simply opaque to players. Yay prototyping! I have some ideas for starting over. Boo starting over! Depressing even when it's necessary. But the code from the prototype will be recycled into something. I got clever with iOS animation transitions, and the result is very tactile.

I helped out with an effort to update the Z-machine specification documents. This is not strictly in my wheelhouse -- Hadean Lands runs on Glulx, my successor to the Z-machine. But David Fillmore decided to clean up a bunch of unfinished editing and error-correction from the old days... by which I mean 1997... and that turned into a bunch of online discussion. Plus I have the keys to the web site. So I put in some time on that.

There was also a proposal about adding text captions to IF cover art, and in general to images in IF data files. (For accessibility, like alt tags on web images.) This is in my wheelhouse; I proposed the IF data file spec so I get to organize updates to it. Then we looked at the IF Babel site (covering bibliographic information, including cover art) and realized that nobody was in charge of it; it's just been sitting untouched on the Archive since 2006. So I cranked up a mailing list and got that side moving. (The Blorb side is awaiting comment; I'll add it to the site next week.)

And today I dug into a completely tedious idea about adding more boolean flags to the Inform 6 object structure... which I thought I implemented in '98... but it turned out I forgot. Result: a completely tedious patch to the I6 compiler, which works great. (Unit test!) Only my clever optimization idea of '06 didn't take this into account, so it breaks when you run it. I'll have to update the Glulx spec too.

Will Hadean Lands benefit from more boolean flags? Probably not! Because even if I get the interpreter fixed, I7 doesn't know to take advantage of it! Yes, IF is still software engineering: messy. But I move my parts forward one step at a time.

And I played the new RealMyst update, and some of the Dishonored DLC from last year. Gotta finish that this weekend.