Jun. 25th, 2024

vivdunstan: Art work for the IF Archive including traditional text adventure tropes like a map, lamp, compass, key, rope, books a skull, and a sigh referring to grues (interactive fiction)
I'm nearing the end of getting my latest competition interactive fiction game ("Bad Beer") ready for its final round of playtesting. At the moment it's 13,363 words of Inform natural language source code. It will get a little longer when I add more customised responses to standard commands (one of the last few things to do). But not much longer. It is going into IFComp 2024 in August.

By comparison my 2018 IFComp game "Border Reivers" is 18,926 words of code. Though much of that is in tables for conversational responses: 7,000+ words for those alone. My 2020 Spring Thing game "Napier's Cache" is 23,181 words of source code.

"Bad Beer" is a modest game in scope, but is still deeply implemented. At least it was manageable in the time I had!

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vivdunstan: Part of own photo taken in local university botanic gardens. Tree trunks rise atmospherically, throwing shadows from the sun on the ground. (Default)
vivdunstan

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