Oxford Tools Meetup

As promised, some highlights from today’s Oxford tools meetup:

Eric Eve took us through a demonstration of adv3lite, his slimmer library for TADS 3 for users who don’t want or don’t need all the features of adv3. It’s designed to be intentionally moderate in what it models, not intended to grow to encompass all possible features. Among the things he demo’d: adv3lite

  • does away with some high-end but perhaps less frequently needed features of the adv3 library such as postures, sections of a room, and complicated connectors between rooms
  • provides Inform-7-esque handling for scenes (albeit with a TADS syntax)
  • has a concept of regions and “sense regions”: this provides a way of doing sense passing that is a bit less fiddly than the one in the main adv3 library, in that information about a particular sense can be passed throughout a contiguous area
  • offers a more advanced conversation engine than adv3, including intelligent behavior about whether typed input should be directed to the parser or should be treated as conversation towards the NPC
  • handles six tenses and all persons/numbers for story narration
  • handles three-object commands, and commands with text input strings as one of those (e.g., “write ‘hello world’ on paper with blunt pencil”)
  • does not use the transcript function of adv3, but has an alternative way of collating reports for actions on related objects so that they can be printed together in an attractive way
  • can be used even without roughly half of its component modules for a VERY stripped-down library experience

Graham Nelson showed us features of the upcoming build of Inform, with the target release date of April 30, 2014. These include:

  • indexed text is no longer a different type from text, which means that anything that can be done with indexed text (the manipulation of regular expressions, etc.) can now be done with any text property in a game
  • floating point numbers are now handled natively in Inform
  • Inform now does global named constants, and has a sleeker way of defining global variables
  • Inform is able to put the story into various tenses and persons, so it is possible to change the story text output to, say, third person plural past tense, if you wish (and to change this during play); this was previously possible only with custom library message extensions
  • Inform now provides richer facilities for doing adaptive text in general so that extensions can also easily be written to change their tense and person
  • Inform has built-in algorithms for conjugating English verbs to help produce adaptive text smoothly
  • A new “responses” system provides a way to override any library message text or any message from a properly formatted extension, without having to replace the entire rules in which the text appears
  • The first groundwork has been done towards creating international versions of Inform, including some experiments with French verb formation; this does not constitute a total translation of Inform so far, but is necessary preparation with a view towards eventually translating the whole system
  • The supporting materials have been extensively revised, the index panel improved, and a full index for the documentation provided
  • There is now a panel in the IDE for Extensions, including an App Store-like system called the Public Library for downloading them from the Inform website. This panel allows the author to view which extensions are installed and which are in the library; to install or update extensions with a single click; and even to download the entire Inform extension collection at once, if that’s desired
  • The Mac IDE has been overhauled quite a bit, with Toby Nelson (brother of Graham) also working on it: the search box much improved, syntax coloring sped up so that typing an open bracket no longer produces a major stall, and various longstanding glitches removed

Afterwards, there was some discussion about the “what do you want in a tool” question of the last few days, and several people agreed that they felt there would have been more answers about commercial IF if the question had been differently framed.

We talked about the desirability of being able to publish IF to mobile device apps more easily, for which none of the parser systems currently have an easy solution. We also talked a bit about Inform potentially building choice-based games, and about the rise of such games in general.

Thanks to everyone who came, and especially our presenters. The next meetup will be April 8 in London, on dialogue and character modeling.

What people said about the Missing Tools (and some that aren’t missing at all)

A few days ago I asked people in several forums to tell me what IF tools they wished existed. Here is a collation of the major themes. (This misses out a handful of very specific requests about what specific existing systems should do — it’s more an attempt to put together some general patterns.) I also got some interesting feedback about tools that do exist but aren’t widely known or used, so I’ve written that up too.

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The Missing Tools

This Sunday (March 30, 2:15 PM) the Oxford/London IF Meetup group is having a meetup with guest presentations by Graham Nelson (Inform) and Eric Eve (TADS 3′s adv3lite library), and general discussion about what kinds of tools and toolsets we’d like to see in interactive fiction.

In prep for that, I’d like to open this question more generally: what do you wish you had an IF tool to do? What are you longing to write if only you had the right toolset to do it?

Counterfeit Monkey Release 5

Cover art for Counterfeit Monkey

…is now available. This version extends the game’s vocabulary by over a hundred items, provides better feedback on several puzzles that were causing player difficulty, fixes dozens of bugs and introduces a few additional solutions. It includes Dannii’s Ultra Undo extension, which may extend UNDO functionality to additional interpreters. Some spoilery highlights after the jump.

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Love is Zero (Porpentine, Brenda Neotenomie, Sloane)

Love is Zero screenshot

Love is Zero is a Twine piece about vampire high school girls in a tennis school on the moon. It’s not really a piece with plot, per se: instead it’s a sort of meditation on how identities are formed. You have a series of choices — usually “STUDY”, “PLAY TENNIS”, and “BULLY”, though sometimes specialized other choices as well. Every time you make a decision, something new is added to the long sentence that describes who you are. And despite how it may look, all of those choices are rather harsh ones. Bullying is obviously problematic, but playing tennis is about winning and beating other people down, about getting hit with rackets and hurting and not minding. And studying is about kissing up to teachers and gaining knowledge that sounds frightening and dangerous. So the STUDY / TENNIS / BULLY choice is not a PET PUPPY / KISS PUPPY / KILL PUPPY style of moral choice. They’re all sort of KILL PUPPY options.

Sometimes things happen to you outside of your control and those can affect your description too. You belong to a randomized clique with a randomized uniform. The vampirism and the tennis are signs for something else — for the bloody and out of control violence of teen emotions, for the ubiquity of blood in puberty, for competitiveness. The game touches also sometimes on the relationships girls have with their bodies — there are some randomized events that touch on and talk about eating disorders.

That all sounds pretty heavy, but the game is very stylized and cartoony. It manages to talk about the real emotions that underlie teenage female experiences while at the same time not overwhelming the player with hyperrealism. Porpentine’s gift for capturing significant feelings and experiences in single sentences is once again on display here.

Assorted Links

Boon Hill

Some while back, I posted about a then-being-kickstarted game called Boon Hill, all about exploring a graveyard full of epitaphs. That game is now on Steam Greenlight.

The XYZZY Award finalists are announced and IFDB has a handy list so that you can click through and play whichever ones you’d like to get to before voting closes.

Choice of Games is seeking more authors, especially authors with previous experience writing for interactivity. They pay royalties of 25% or, in some cases, work-for-hire fees amounting to $10K.

Screen Shot 2014-03-12 at 1.55.36 PM

Fungus is a recently-announced free Unity plugin for building interactive fiction. As far as I can tell it’s aiming for something closer to Ren’Py or AGT AGS than text-based IF experiences, but I haven’t had time to actually play with it yet.