Key & Compass Blog

July 9, 2017

Scans! Scans! Scans!

Filed under: Interactive Fiction — davidwelbourn @ 3:18 am

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So, remember this image from GET LAMP by Jason Scott where I’m, like, holding all these binders of IF notes? Were any of you curious what all they could possibly contain? Well, I’m going to do my best to try to let you all see ’em all, if you want to.

Now that I have a scanner (which is already complaining of all the work I’m forcing it to do), I am compiling an index of my handwritten IF notes at plover.net/~davidw/scans/. You’ll get to see my penmanship from literally decades of IF playing. Written on whatever piece of paper was closest to me at the time. It’ll be like opening a time capsule or something. Explore the weird civilization that is me.

New game: Four Days of Summer

Filed under: Interactive Fiction — davidwelbourn @ 2:52 am

Small cover

I recently ran something called Speed-IF Potato Peeler on ifMud, and for it, I actually managed to write my first new game in ages: Four Days of Summer. It’s also my first published game in Inform 7. It’s a very silly game with 8 locations and I shamelessly put myself into the game as your sidekick NPC. So, brace yourself, dahlinks, there’s gonna be several references to other IF games in the game.

Now, I’ve uploaded a SpeedIF_Potato_Peeler.zip file to the IF Archive, but I need to wait for that to get processed and moved to their games/mini-comps/speed-if folder before I can properly add the game to IFDB and IFWiki. In the meantime, feel free to grab a copy of my game from my own site: plover.net/~davidw/fourd17.zip. That will include the .gblorb storyfile and the cover art .png file.

Assuming I get feedback after I create the IFDB page, I’ll probably be motivated to update the game to be a bit more juicy, more easy, and more forgiving. Even though I don’t think it’s that difficult a game now, I can tell that I’ve failed to provide sufficient direction in a few places. And currently, you can’t ask me about anything (because conversation is hard) and I likewise shied away from adding any events in the game. So once there’s a version 2, then I’ll likely release the source code for it. Because why not. It’s fun to peek behind the curtains. And maybe someone will tell me how to code things better.

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