Graham Nelson has released a new version of Inform 7, the first in over three years.
This release is a major reform of a now-mature language which is widely used, and it has been over three years in the making. Text handling is better, Inform can now generate adaptive grammar, there's real number support, and a new Public Library of extensions is being introduced. There are significant improvements in the user interface for Mac OS X.
-- the very short form of the very long release notes
Also, the app's ancient-mosaic visual theme has been replaced with a stylish modern subway-map motif. Next thing you know, IF will be considered a 21st-century gig, eh?
- Download Inform 7 release 6L02 (Mac and Windows builds available; Linux is in progress)
My big contribution was the General Index of the documentation. This is a rewrite of the unofficial index I did a few years ago. Finding stuff in the documentation has been a perennial complaint about I7, and I hope this goes some way to fill the gap.
To repeat a word of warning: "This will be a disruptive release." Every major release of I7 has changed enough under the surface to warrant caution, and this one is a bigger shift than most. If you load an existing game project into the new I7, it is not guaranteed to compile -- and if it does build, it is not guaranteed to behave exactly the same. Test carefully, and if you prefer stability, keep your 2010 version of Inform (release 6G60) around. (It should be safe to keep both installed on the same machine.)
To be clear, we expect most old I7 code to still build with the new compiler. The major exceptions are if you used deprecated phrases (such as procedural rules), or if you used an extension that has serious I6 hackery under the covers. Such extensions will have to be updated for the new release. Many have been already; check the new Extensions Library.
(In case you're curious, Hadean Lands will remain a 6G60 project. I've got 25000 lines of working code, and I am not going to risk subtle breakages at this stage.) (Yes, I wrote a lot of regression tests. They're geared towards finding mistakes in my code, not changes in the underlying system.)
Congratulations to Graham and the rest of the I7 team for getting this wrapped up. To everyone else -- enjoy the new toys.
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.
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.
This week I tried two different puzzle/exploration games. They were both pretty cool, but I only finished one of them. Does this mean I am going to delve into details of game design? Yes!
Oh, sure, it'll boil down to personal preference -- but details can be fun.
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 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.
(An improvement, should anyone feel up to it, would involve letting one back out of the process via the resulting dialog’s Cancel button. Feel free to tell me about the existence of improved versions. I share this code as-is because helping the Twine community sit at the larger IF table makes me happy, and also because lazy.)
The updated RealMyst is now up on Steam (for Mac/Win). It also appeared on the Mac App Store briefly yesterday, but Cyan pulled it back out citing "a small issue". (It's not clear what the issue is, or if the Steam release has the fix already.)
(Screenshots from an iMac, 2.7GHz, lots-o-RAM, AMD Radeon HD 6770M 512 MB. I don't know a damn thing about video cards but maybe that means something to you.)
Jason recently played through LEGO Batman 2: DC Superheroes, and found himself quite impressed at not just its overall quality but its surprising and subtle characterization of Superman. Starting with a deeper examination of this game, Jason and Matt discuss adaptations of comic books into games and film, and the ways that some games can uniquely express character concepts not just through story but through the mechanics and language of gameplay.
(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?
I spent this past weekend at Arisia, an SF convention. Like many conventions, it's diversified its topics to SF (and fantasy) in comics, TV, movies, and gaming. So I wound up at a whole series of nifty panel discussions that mentioned interactive fiction.
Okay, it was the deadly trifecta of gaming discussions: Are games literature? Are games art? And what the hell are games anyhow? But the moderators all ditched the cliche questions and got on to interesting stuff.
(I was not on the panels -- just sitting in the audience. I got to throw in some comments, though.)
I do not have transcripts of these. I tried to take notes, but at some point in each panel I got caught up in the discussion and spent my time thinking of comments rather than writing down what people were saying. So you get a rather disjointed view of all of this. Sorry! I think it's worth copying my jottings anyhow.
Quotes are guaranteed not accurate. I attempted to get down what I thought people meant; errors are mine. I've also thrown in some of my responses that I wasn't able to get out loud in the panel. Editor's privilege.