Monthly Archives: July 2014

Zarfplan: July: almost done

A month ago I wrote: "I am still fairly confident that I will have a complete, testable game at the end of July." I halfway made it. I have a testable game! ...but it's not complete.

On July 17th I sent mail to the backers who chose the "access to the closed beta-testing phase" reward. (And also to select friends, because what's the point of being in a local IF meetup group if you can't hit them up for some beta-testing.)

At that point I had a version of HL which was playable roughly halfway through. That is, the game was maybe 90% written, but I stuck a barrier at a particular point and said "Play-test up to here. Everything up to this point is 100% complete. Past that, eh, there are a lot of holes."

So for the past two weeks, a few intrepid players have been trying out "chapter one". And sending me transcripts. Useful transcripts! At the same time, I have been pushing forward on the latter part of the game. Filling in holes. Dotting i's, crossing t's.

It's not 100% yet. This game has more i's and t's than an interstitial Italianate witticism about intermittent tintinnabulation at the Interutilitiarian Hittite Institute at Ytterby. However:

All the rooms are done. I couldn't let you folks wait on rooms for another month. As of July 23, the room-counter widget says "93 of 92 rooms are described." ...Yes, off-by-one error there, sorry. The game has a couple of dummy and debugging rooms and I screwed up the accounting. There are 92 actual rooms, and they are all properly described and furnished.

I have almost completed "chapter two". This is where the game scenery starts to change, so it involved some messy things-moving-around code. The code works; I'm missing a few descriptions.

I have done another optimizing pass and sped up a bunch of display code. I've followed up on a bunch of suggestions that came from my testers. I've added a very clever "GO BACK" command which takes you back to the last room you were in. (So you can type "GO TO KITCHEN", grab something, and then "GO BACK".)

What's left?

Three major rituals in "chapter three". One extremely annoying travel bug. A bunch of descriptions pertaining to things that change in that part of the game. Solidification of the ending scene, which I have hitherto only lightly sketched out because you can't write a decent ending without a game to build it on.

There are 109 "TODO" marks in the source code as of this evening. Don't take this as very meaningful; I've never shipped an IF game that didn't have a handful of "TODO" marks left in it.

When I sent out the test emails I promised that a complete test version would be ready in "mid-August". I still hold to that, although "mid" is intentionally vague. I would really like to get a final test going by the last week of August, because that's when I take off for DragonCon.

There we are. If I don't get completely blindsided by something, the next update post will report the completion of Inform programming for HL. There will still be iOS work to do, plus whatever bugs the testers turn up.

(Other words I considered for the "crossing t's" gag above: tripartite, zwitterion, tritium, irritability, invitation, totalitarian, instinctive, titular.)

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Trying out itch.io

itch.io is a quick-and-easy platform for distributing indie games. I figured I'd take a look at it; it's a possible way to distribute Hadean Lands in the non-iOS world.

After a few hours of CSS massaging, I now have three of my old IF games posted:

Shade and S&W have donation buttons on them. I've never tried that before; we'll see how it does.

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Zarfplan: June is getting there

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 our blog-host 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.

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