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 bit of game design, planning out more of Chapter 4 of my latest parser interactive fiction / text adventure game. This time I was figuring out some plot structure in Twine, before coding in Inform 7. Figuring out obstacles, story beats etc. Have also been looking at ideas for Chapter 5. I'm designing/coding multiple bits at the same time. There will be 7 chapters overall. Quite a lot bigger than my previous game.

Especially pleased to manage this today because I've been too asleep all week to tackle it before. But finally got a good bit of game design work in! I was adding all the bottom half of this diagram 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)
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: 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)
As I finish off my current IFComp game coding I've been musing on the choice of parser in this case.

With my previous IFComp 2018 game Border Reivers, which largely revolved around conversations, a number of players felt it would have been better as a Twine or similar choice-based web piece. Which I was eminently not ready to code in! Plus I have a real soft spot for traditional parser text adventure style games.

My SpringThing 2020 game Napier's Cache was more naturally suited to the parser game world model of rooms and objects. Though the puzzle element was still relatively low, so even that wasn't an ideal fit.

However I am confident that my IFComp 2024 game Bad Beer totally needs the physical modelling of space and location that parser gives. And it contains sufficient puzzles, including one fundamental one that is all about moving around the world. And there is another key element re space that I can't reveal here cos *spoilers*. But yup, I'm very happy with this choice.

I am now hoping to have Bad Beer ready for playtesting in the next couple of weeks. Fingers crossed!

Profile

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

May 2025

S M T W T F S
     1 2 3
45 678 9 10
11 12 1314 15 16 17
1819 2021222324
25262728293031

Syndicate

RSS Atom

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated May. 22nd, 2025 10:09 am
Powered by Dreamwidth Studios