Monthly Archives: August 2014
The month is not over, but I am heading to DragonCon for a week. So you get your report early. Conveniently this allows me to report "not quite done yet" without too much slippage past my mid-August deadline. And without smacking into the more realistic end-of-August deadline.
It's not quite done yet! But at least the update posts are getting closer together, right?
At this point the entire puzzle-line of the game is playable. That is, you can start at the beginning and solve every puzzle. (Without using cheat or debug commands.) This doesn't end the game; it leaves you in a state marked "endgame", although "denoument" would be a better term. It's the wrapping-up sequence which leads to the ending text. There are no puzzles here, but it's an interactive sequence. At least, probably interactive.
I've intentionally left the denoument flexible -- or, if you like, "undesigned" -- because I didn't think I could construct it without the whole of the game in my subconscious. It's the last whiff of my "implement the first scene first, then the next scene, and so on until the end" plan. I stick to that rule for short games. It would have been impossible for HL, but I am writing the last scene last.
So that's the last task, mostly. Plus I have a few bits of background color to fill in, and the extremely annoying travel bug that I mentioned last time. And there are still 59 "TODO" marks in the source code; I should look through them and (mostly) delete them silently.
I will do some of this work at DragonCon. (What? Travel is good thinking time. I can't convent for a week straight. There'll be a lot of time alone in a hotel room, or wandering around a strange city.)
At the farthest limit, I will have it all wrapped up in the first week of September. I will then pass the complete playable draft around to the beta testers, and start looking at the iOS work.
I will also write another update post at that point. So -- you'll hear from me in less than two weeks. At that point I'll be able to talk more about the process of Shipping The Damn Thing. Strange and scary as that prospect may sound.
Tags: dragoncon, if, interactive fiction, zarf, zarfplan.
The publisher itself doesn’t market them this way, and I haven’t run across anyone else applying the label. So, from my own perspective, let me say it first: Telltale Games’ most recent narrative video games, including The Walking Dead and The Wolf Among Us, have realized the ancient dream of true interactive television.
By this I don’t mean TV shows with audience call-in gimmicks attached, or experimental games delivered via broadcast television, or similarly venerable exercises of the medium. I mean an evolutionary application of contemporary television storytelling techniques to the naturally interactive environment of video games to create something entirely new, and deeply interesting.
Tags: digital games, television, telltale.
We would like to invite the IF world to show up and hang out at WordPlay in Toronto on November 8th. (Free admission.) That whole weekend, really -- we'll have some kind of dinner and stuff.
For the past few years, the Boston IF gang has hosted community get-togethers in association with various local game-related shindigs. (First PAX East, then NoShowConf.)
What with one thing and another, that's not happening in Boston this summer. (Although we will be in attendance at BostonFIG in September.)
However! Jim Munroe is running his second annual WordPlay festival in Toronto on November 8th. This seems like an excellent opportunity to declare a get-together. So let's do that.
(Discussion on forum thread: http://www.intfiction.org/forum/viewtopic.php?f=4&t=14961)
Tags: if, interactive fiction, jim munroe, meetups, toronto, wordplay.
I didn't go to Mysterium this year. I wanted to; it was held in Spokane, so the attendees got to visit Cyan's offices and chat with Rand and Robyn Miller and basically geek out all over the place. It didn't fit in with my summer plans, though. Fortunately the fans took copious notes. Here's the current Myst news:
Obduction development continues. Unreal 4 engine.
Cyan has posted a gigantic folder of Myst Online concept art (dropbox link). This is early material -- I'm guessing 2000 to 2002. A little bit of this wound up in Myst Online, and a bit more has leaked out online, but most of it is new to me.
A group of fans have gotten permission to work on Myst Online content -- updating areas from Myst 5, building areas from the concept art above, and importing original fan Ages. These may wind up in the official Myst Online server, although the final decision is up to Cyan, obviously. They say they're aiming to have something playable by the end of this year. I hope that works out. (More discussion in character.)
The Starry Expanse project (a fan remake of Riven) has made excellent progress building Riven's Jungle Island. Here's a video tour (youtube) of what they've done. You'll see that some textures are missing, and the water effects need work, but what they've got is fantastic.
Unwritten, the Myst-setting RPG, has been somewhat delayed but is making progress. They've shipped their Kickstarter tchotchkes; I have a nice D'ni-style notebook and some wooden tokens. (This is a Fate-based RPG, so there are Fate tokens.) The game manuscript itself has gone through a couple of rewrites, with input from Leonard Balsera. Last I heard they were aiming at shipping this month, but I get the impression it'll be another couple more.
There was a pancake printer. I don't know either.
Further notes from the convention:
Mysterium is back in Boston next year, and I hope to be there.
Tags: cyan, myst, myst online, mysterium, obduction, riven, starry expanse, uru.