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)
Reminded of April 1 Source Code Amnesty Day for interactive fiction games, I've just uploaded Inform source code for my IFComp 2024 entry Bad Beer. Source uploaded to IFArchive, and will take some days to process. Maybe ready by April 1st or soon after? Fab initiative.

TEST X

Mar. 21st, 2025 03:21 pm
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)
Pleased to manage some more interactive fiction game coding, now developing chapter 6 of 7 in my next parser text adventure game. Not developing in sequential order! Currently flitting to and fro between coding in Inform 7 and researching a topic. While also trying to visualise the scene in my brain!

Inform 7 is a magical system to code interactive fiction games in. But it's also brilliant how you can quickly test things even just to improve writing. I've just coded another test command "test X" to jump to the latest code. I can't say what X is - spoilers. But I'm very happy typing that command!
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)
More interactive fiction game design work, drawing up an honest assessment of the current state of implementation of my next game. AARRGGHH!! Even if I know some bits have detailed designs worked out, just needing ("just" haha!) coding. But this all does help focus the mind on what to tackle next. Eg I may tackle chapters 6 and 7 next - already largely designed, relatively easy to code - while musing in the background more ideas for the scarier chapters 2 and 5.
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)
Gosh this looks fun from Andrew Plotkin: The Visible Zorker, a new way of visualising the game source code being executed as interactive fiction / text adventure game Zork 1 is played.
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)
Firing up Twine to figure out a plot/geography puzzle/state transition diagram for my current interactive fiction parser game. I don't usually do this but since this will require coding a lot of mini scenes and timed actions in Inform 7/10 I want to design first. Sort of like in pic (not this game).

And several minutes later after updating my Twine version I've made a good start. The Twine plot/puzzle diagram for just part of my new parser game is already vastly more complex than the example in the picture below. I've lots more to figure out before I can start coding it properly in Inform 7/10.

Screenshot from Twine showing a series of linked nodes and connecting arrows between them. Each node shows a location and description, or an action and the result of doing that action. This is a very rough incomplete game design, with nodes including "barrier", "touch the barrier", "into the woods" and more.
vivdunstan: Part of own photo taken in local university botanic gardens. Tree trunks rise atmospherically, throwing shadows from the sun on the ground. (Default)
Double checking that my family reconstitution code still runs ok on my MacOS upgraded Mac. The only Python program I have ever written. 233 lines of Python code (upgraded a while back to Python 3) to reconstitute families from baptism and marriage indexes from Scottish parish registers. After figuring out the families it outputs all the resulting family groups in GEDCOM format to load into an external lineage linked genealogy database. Still gobsmacked the code basically worked first time 😜

vivdunstan: (lord of the rings)
I'm continuing my reread of The Fellowship of the Ring. And the party have just got through Moria. But I was struggling hugely to visualise in my mind the different rooms and levels that the party were going through, especially later on in their time in Moria. But I can remember a time when I could visualise them clearly. For many years. So this seems to be something I've lost since, or can't do now anyway. It's not that I'm not remembering the Peter Jackson movie version. But my image of the journey through Moria was memorably different from the movie I saw in 2001. I remember clearly having "thoughts" about the film's depiction of Moria, and how different it was from how I imagined it looked ever since I'd started reading the book for the first time as a young child. But now I can't really visualise any geography at all as I read.

Relatively recently I tried an aphantasia online test. And scored highly. Which would fit with my struggles to visualise things in my mind now. Including faces. Even very close family! But I'm now wondering after this LOTR rereading experience if it's something that I've developed more in recent years. Perhaps as a result of my progressive neurological illness.

When I was young I could visualise things, and draw from images in my mind. However when my neurological illness started in 1994 at age 22 I quickly noticed my ability to think abstractly diminishing. Rather a big problem for a computer science PhD student needing to program. I quickly lost the ability to program effectively in lots of languages. Though at the time I just coped as best as I could. It's more distressing looking back.

So yup, I wonder if visualisation is another loss with time, perhaps due to my long term illness. It's partly also why I dreaded designing cover art for my latest IFComp game. But hey, got there!

Curiouser and curiouser anyway. I am enjoying my LOTR reread despite this. Next up Lothlorien.
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)
Just finished my IFComp game coding, and uploaded a game file to the competition website. 4 weeks ahead of the deadline. But I can now relax. Seeing the preview there, including how it will look to people browsing the competition website, is exciting. It's also nice to see the play online option now works for it.
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)
Sending out my IFComp 2024 game for its final round of playtesting. Scary and exciting at the same time! Also tomorrow I will be officially registering to enter the competition.

1/107

Jun. 27th, 2024 09:29 pm
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)
Down to just 1 thing left on my todo list of IFComp game fixes. That was 107 items long, including some tricky or major changes. I will be signing up to enter IFComp at the start of July, with final game submission due in late August. The competition and judging runs through September and early October - a month earlier than in the past. And yes, I really need to sort out some cover art. I have a design in mind, and have been experimenting with ideas re drawings on my iPad. That O'Grade in Art and Design has to come in useful somewhere 😜
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!

Afterword

Jun. 18th, 2024 05:26 am
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)
Just quickly coded an afterword for my IFComp game. I always think something like this is nice, to decompress after playing. And for the author to have a chance to say a few more words to the player after playing. In less than two weeks I'll be submitting my intention to enter this summer's competition. Getting real!

Bug fixing

Jun. 15th, 2024 09:28 pm
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)
Struggled enormously to wake at 4.30pm - still very heavily sedated from my latest post Covid vaccine neuro flare. But currently - miraculously! - awake enough to fix a couple of key bugs in my IFComp text adventure game. I have a couple more weeks to work on it before the final round of playtesting. Still have one big structural change to make, as well as many small things (I'm about halfway through my to do list). But pleased with tonight's brief work. Which I have also tested as much as I can re the new code. Lots of running around locations in the game, trying to beat a time issue, and also observe what happens in different places and different situations.
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)
With a new month it's time for me to start looking at revamping my IFComp interactive fiction / text adventure game. I've had fab feedback from the initial playtesters, and want to make lots of key changes before final playtesting in July, before the competition in August. Maybe start Monday though!
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)
Blitzed lots more game coding overnight. Now just have to draw up a walkthrough and instructions for playtesters, and then I can send out the recruitment call for volunteers. Going to leave it a day or two before doing that to give me a bit of a break, and a bit of distance. But delighted to get to this stage. This is my latest interactive fiction / parser text adventure game, that I'm entering into IFComp this August coming.

To dos

May. 1st, 2024 11:59 am
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)
Drawing up a to do list of things remaining to code in my IFComp 2024 game. Relieved that it is just 30 items long, though a lot of the items are really multiple thing entries e.g. there's a single item in the list that just says "Fill out descriptions of objects/scenery - see individual locations comments for details". But at least with the list laid out it feels tackleable! And avoids me staring blankly at a mass of source code wondering what to do next 😜

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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)
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