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)
Thought about reusing some old LPC MUD code - dated 1992! - in a puzzle in my latest interactive fiction game that I'm writing. Then looked at the LPC code and thought "Way too complicated for what I need here!" So I'm going simpler. But it is nice to revisit.

I was a wizard in the St Andrews University MUD back then, as was Martin. I also played through to wizard level on a Glasgow MUD at the same time. Many happy memories.
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)
Answering an anonymous poll on the intfiction forum. The answers in this question don't range far enough back 😜 I first played - and became interested in - interactive fiction back in December 1980, 45 years ago this month. Colossal Cave Adventure on an Apple II borrowed over Christmas.

A poll that asks "When did you become interested in interactive fiction?" Available answers are "Less than 1 year ago", "1-2 years ago", "2-5 years ago", "More than 10 years ago". I selected the last option, though it's more like "More than 40 years ago" for me.
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)
Reading Jason Dyer's recent blog posts playing interactive fiction text adventure game Fairytale (1982). And my mind is blown at the start, learning that this game is based on Enid Blyton's Faraway Tree series of books. Which I adored when I was very young.

I say "based on", but Enid Blyton's books are only part of the inspiration for the game. But the game *does* have her Faraway Tree, and Moonface, Saucepan Man and the Slippery Slip. No Silky though, or Dame Slap.
vivdunstan: Photo of some of my books (books)
Today's second arrival (very good day!): new paperback copy of the Kickstarter-funded "Shakespeare vs Cthulhu: What Dreams May Come" interactive fiction gamebook from Jonathan Green. Looks fantastic! Very happy to have this in my hands at last, and very much looking forward to playing it.

A paperback copy of the ACE GAMEBOOKS "Shakespeare vs Cthulhu: What Dreams May Come" book. The cover features the head and upper body of Shakespeare surrounded by a mass of tentacles. Sitting beside the gamebook on a red sofa are a matching bookmark and a number of postcards with old-style illustrations featuring Shakespearean scenes/things related to the gamebook.
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)
Back to game coding, working on another chapter of my latest interactive fiction parser game. Coded probably the only door+keys combo in the game. Added a couple of "test X" shortcut commands. Love Inform, the natural language / object oriented / declarative programming language for IF parser games.

This is all partly inspired by having played through, judged and reviewed loads of IFComp interactive fiction games in recent weeks. And it's that time of year (my favourite!) when I'm keen to work on new projects. Or in this case pick up an old one! I hope to enter this game in IFComp 2026.
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)
Today's unplanned activity was deciding to finally get graphical adventure game Starship Titanic by Douglas Adams running on my Mac. I went with the low cost GOG version, and with a little jiggery pokery got it running nicely in my existing installation of ScummVM.
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)
The IF community is in an existential crisis over the use of generative AI in interactive fiction games, and particularly its use in creative competitions such as IFComp. Here's a good writeup from one of multiple people who've been deterred from participating in IFComp this year, even as a player and judge. https://azhdarchid.com/slop-comes-for-everything-you-love/

I'm opposed to the use of generative AI in creative competitions in general. Partly on philosophical and fairness grounds, but also ethical and environmental reasons. I'm judging IFComp yet again this year - I've been doing this since it started in 1995 - and this year's genAI content is depressing.
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)
IFComp 2025 is now open for judging. There are 85 new interactive fiction games and stories in there. Free to play. Judging runs until October 15th.

This year the UK's Online Safety Act and very recent developments in it have posed considerable challenges to the IFComp organisers and IFTF folks. They have navigated their way through it as best as they can. But currently 24 of the 85 games are geoblocked to all UK players. Until a few days ago it was going to be all 85 ...

More details of the approach taken are in the IFComp blog at https://blog.ifcomp.org

AI moan

Aug. 22nd, 2025 10:15 pm
vivdunstan: Muppet eating a computer (computers)
Getting beyond exasperated with the number of people on forums and groups I'm on, who reply to questions, needing specialist and reliable knowledge to answer, and post a response from ChatGPT. Usually & consistently wrong. Those folk may learn it's not a good source but others later will use it too.

I'm also beyond exasperated by the misuse of generative AI in creative fields, including art, interactive fiction and writing. I'm also an academic whose own academic writings have been used without my permission to train AI, including for Meta. And then there are the environmental costs. Just stop!

My 88-year-old Mum who's never used a computer or smartphone in her life, and never will, also rants about AI. I'm quite impressed that she knows about it and has enough knowledge to have opinions :)

Incidentally I've been using and involved with some forms of AI since the 1980s. But I really really dislike the modern version and where things are going with 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)
Taking stock of my latest parser interactive game writing progress. Much to do, but encouraged can finish in time for IFComp 2026. And can see a way forward in the short term. Happy to share that it's episodic, and historical, but otherwise spoilery details redacted in the attached progress summary!

Chapter 1 - Prologue - SOME TO DO; Chapter 2 - ** *** ******* - VIRTUALLY EVERYTHING STILL TO DO (though have plan in Ulysses); Chapter 3 - * ********* ****** - NEED TO FLESH OUT, MAKE LESS ON RAILS IF POSS; Chapter 4 - ********* ** ****** - NEED TO CONVERT TWINE PLOT DESIGN TO INFORM CODE; Chapter 5 - ***** ** ****** - EVERYTHING STILL TO DO (though have plan in Ulysses); Chapter 6 - ******* ** *** ****** - MOST STILL TO DO (STARTED CODING) (though have plan in Ulysses); Chapter 7 - Epilogue - ALMOST ALL DONE

Thinking about what needs to be tackled/finished, I'm thinking I'll code the rest in order of chapters 2, 5, 6, 4, 1, 3 and 7. The first three are ones I'm currently most excited to tackle. Coding 4 from the existing plot design should be fairly mechanical. And finishing 1, 3 and 7 ought to be be easy.

Of course "ought to be easy" is a very risky thing to say when it comes to writing and coding up computer games, including interactive fiction! But I also know they're the sections that need the least amount of work still done on them. And almost certainly best tackled late in the day.
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)
Another casualty of the UK Online Safety Act: all interactive fiction (including traditional parser text adventures) games stored at http://ifarchive.org are currently geoblocked to UK users. The IFTF folks are trying to work out a solution, but there is no current clue to how long that might take. The archive holds 30+ years worth of generally amateur/free IF games - a vast number. Including my own. Which I can't play online right now. Not that I want to, but it's rather ironic! Meanwhile the intfiction forum where this might usually be discussed is still down 36 hours later, after a Linode cloud server outage.

And IFComp is also likely to be affected, including the next competition opening for judging in just over a month. IFTF folk are currently urgently reviewing that. I wonder if I'll be able to play *any* IFComp games this year.
vivdunstan: Photo of some of my books (books)
Creeping further through my list of fave/rec books, one published for each year of my life. I've still to write little notes for each of the 2010s and 2020s choices. But just did the noughties. Not hugely surprised that I wrote so much about the 2001 one!

vivdunstan: Photo of some of my books (books)
From our local bookshop, and a rare books seller in East Lothian.

I already have a fuller more original Scots play script for the 16th century play. But hoped that the slightly modernised/simplified version might be more suitable for my needs (including IF game design ...). Martin borrowed it for me from the uni library last week, and after a quick peek to be sure it was what I needed I could then confidently buy my own copy for longer-term use.

I love the Alice books. And collect playing cards. This is a new (last week) release of this deck. Plus a bonus fun book. We couldn't pick them up in person from the local bookshop on Friday - they needed to be ordered in. So I got them delivered, and they arrived in the post today.

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)
Good read for Tolkien and retro computer gaming fans: Jason Dyer's "All the Adventures" blog plays through The Hobbit 1982 text adventure / interactive fiction game from Melbourne House.

Milanote

Apr. 30th, 2025 02:08 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)
Had a very disturbed night neurologically last night, but on plus spent some very useful time building up some overview boards in Milanote of my next IF game (interactive fiction, in this case parser text adventure). Here's a snippet, hopefully blurred out enough in appropriate places! This is a board showing the 7 chapters side by side, with overview info of each, helping me balance things, as well as links to more detailed boards for each individual chapter. To be honest this is all rather advanced procrastination, when I really just need to get on with writing and coding up more game sections! But it is helping me see the balance, and through structure, and also helping highlight areas where I need to develop things more deeply or in differently connected ways. Milanote has a rather costly subscription model after you've used up the free allowance. But I'm currently finding it useful for brainstorming and developing. It's like having nested digital white boards. And syncs well across web, Mac, iOS and Android. I previously created mood boards in Milanote for both Bad Beer (my previous game) and this new game. But this is my first go properly planning and overviewing with 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)
Fellow cat lovers may want to check out "Marbles, D, and the Sinister Spotlight", an entry in this year's Spring Thing festival of interactive fiction games. This one is a traditional parser text adventure, where you play a cat, who has to help your person explore a mysterious theatre. You get extra points for doing cat like things. It's delightful. And very newbie friendly.
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)
Inform 7 source code for my IFComp game "Bad Beer" is now freely available in the IFArchive. It is also linked from Bad Beer's IFDB game web page. April 1 is Source Code Amnesty Day for interactive fiction games. More info about my release in my intfiction forum post.
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: Photo of some of my books (books)
Still struggling not to type 2024 at the top of these posts!

    earlier books )
  1. Captive Queen: The Decrypted History of Mary, Queen of Scots by Jade Scott
  2. A Middle-earth Album: Paintings by Joan Wyatt Inspired by Tolkien's The Lord of the Rings by Joan Wyatt
  3. Could You Survive Midsomer? – A Winter's Murder: An Official Midsomer Murders Interactive Novel by Simon Brew
  4. Eerie East Anglia: Fearful Tales of Field and Fen by Edward Parnell
  5. Introducing Shakespeare: A Graphic Guide by Nick Groom
  6. Our Mutual Friend by Charles Dickens
  7. The Principle of Moments by Esmie Jikiemi-Pearson


I've written reviews of Captive Queen, the Midsomer Murders gamebook and Eerie East Anglia.

Of the others, the Tolkien paintings book was nice, though there were some curious choices, especially re the hobbits. The Shakespeare book was great in parts, but had an almost total blind spot on detailed coverage of the many plays, which felt like a huge omission. Our Mutual Friend was a delight for me, as always. And The Principle of Moments, the first in a planned trilogy, was a heady mix of fantasy, space opera and time travelling shenanigans. Probably more ambitious in its goals than it ultimately achieved. But still a riveting read, and I will read the other books.

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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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