The last light has gone. The stars are coming out in the black sea above. Many are hidden by ice-fingered winds. My father is still not returned and the fire is almost gone.
But this is how life is: always an edge. A thin sheet on a diving-deep pool.
I hope he will return soon. I cannot summon him.
Category Archives: UI
Is this the end?
I’ve been busting my way through a holiday text adventure, the way one does. A couple of days off is the perfect time to get 80% of a game down, ready to be shelved, redrafted, tweaked, and polished until it no longer seems like such a good idea.
I had the puzzle structure worked out before I coded a single word. I’m now 80% of the way through, but then I got distracted, adding hyperlinks.
I just turned off the actual text prompt thing. It seemed so… retro. There are just these buttons now. It feels kinda okay.
Another click-to-play IF prototype
I enjoyed Erik Temple’s latest demo so much that I had to jump on the band-wagon: so here is a take on the click-to-focus, click-to-do model he’s come up with, built into the online version of Make It Good.
Choice: from analogue to digital and back again
Erik Temple, creator of many extensions for Inform 7 that do animations, sprites, and lots of shiny things, has a new demo up on his blog, this time demonstrating a text-game playable without typing.
It’s a really good piece of work and shows real potential for making text games accessible: teaching the syntax while letting people get on with the game. But it also highlights one of the text games major problems – there’s way too much choice.
Choices in the context of context
I’ve written a few times already about my new, novelette-length choice-based story built in Undum. The project began life as technical experiment – a quick attempt (a bit like this one) to “do” a text-game as a multiple choice adventure. The concept was simple: the game would have locations, and objects, but streamline the usual breadth of Interactive Fiction’s parser down to just the choices that mattered for the story.
It didn’t work and I had to change the design. But I learnt a lot in the process.
Text Flow
A friend’s blog has a quick article about the importance of flow in digital reading experiences.
Of course, this is something parser IF got right from the very start.
Make It Good, better
I’ve started work on a renovation of Make It Good. Not a rewrite (before anyone reminds me that it took nine years first time around), and I’m not moving it over to Inform 7 (that would be a rewrite).
Instead, I’m doing what I should have done five years ago when it was only half-made, and I’m porting it over to Glulx.

