I'm weary in life of being spoken to in ironic quotes I don't understand, but of course when I do it to others (minus the 'not understanding' part) I expect I'm doing it well. I choose source material judiciously, not from obscure hipster cartoons screening on pay TV in another country, for instance.
Often I choose to quote The Simpsons, as they have covered almost everything, and usually done it better and funnier than others. So, my general XMAS message is:
Often I choose to quote The Simpsons, as they have covered almost everything, and usually done it better and funnier than others. So, my general XMAS message is:
"Have a – nice Christmas!
Have a – nice Christmas!
Have a – nice Christmas!
Non-Christian friend"
PS I am irreligious.
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In Inform-dom, we have been gifted a new version of Inform. It's 6M62:
http://www.intfiction.org/forum/viewtopic.php?f=7&t=19449
I like these letters, 6M62. They look bold and ground-touching. Not like my least favourite letters of late, '6L02', who looked veritably frail and consumptive.
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In my own Inform-dom, I am well advanced in progress on my CYOA extension. There's still lots to do, though. More coding, making examples, some testing. But the work goes on. This is no vaporware.
Occasionally I speculate on the 'you need an interpreter' paradigm of most parser-based games that grew out of the modern community. Sometimes it feels like it just shifted the obligation to update software so that it keeps working from one group of people to another. That's a simplistic summation, but in the current situation, I don't think I ever worked out if anyone has a particular idea about where the emphases of compatibility should be. The core idea that the games are just words and that users should be able to control the appearance of the words is a good one, except for the million exceptions including graphics, sounds, and various UIs that authors want to use. And being an author and not being able to control stuff can be maddening. So even when the onus is left on the interpreter to be kept up to date (and not your game), from an author's perspective, you may end up with multiple versions of your game where one thing is broken in each one depending on where/how the user plays it, or where it never looks the way you'd really like it to.
That sounds a bit dispiriting, an effect enhanced by me writing it in a dispiriting fashion. But it's not like this is a new situation. Plus, this is XMAS! So get confident, stupid! The reason I vexed on these points a little here is as a prelude to pointing out how I'm going in almost the opposite direction of my traditional design impulses (which are author-biased and pro specificsim) in my choice-based extension. It harkens back to the 'the game is just the words' idea. The author links the word(s) to a choice or, uh, link, but the player can receive these any way they want. If you (THE PLAYER) want hyperlinks for your touch device or for clicking on with a mouse, you can have them. If you want letters of keys you could press, you can have them. You can also have both. So the approach is intended as a bit fire-and-forget for the author. Stop programming interfaces and just put your content in, and expect it to work on desktops, mobiles and in screen readers.
Now, one of the eternal vetters of ideas at intfiction.org, Peter Piers, said 'What if the author wants to override something? eg block hyperlinks, or keypresses, or whatever.' Certainly it remains that there are ways to do this, but as work on this extension has continued, I've realised which basket it's throwing its eggs into more forcefully, and that is the 'let the player control the interface' basket. The controls are simple and plugged into the game by the extension, so it's an extremely far cry from having to hack Gargoyle's template to force it to print in your particular favoured shade of ectoplasm green :(
So! This extension has a design emphasis about how it's going to do things. I think it's a good one for this project.
Have a – nice Christmas!
Have a – nice Christmas!
Non-Christian friend"
PS I am irreligious.
---
In Inform-dom, we have been gifted a new version of Inform. It's 6M62:
http://www.intfiction.org/forum/viewtopic.php?f=7&t=19449
I like these letters, 6M62. They look bold and ground-touching. Not like my least favourite letters of late, '6L02', who looked veritably frail and consumptive.
---
In my own Inform-dom, I am well advanced in progress on my CYOA extension. There's still lots to do, though. More coding, making examples, some testing. But the work goes on. This is no vaporware.
Occasionally I speculate on the 'you need an interpreter' paradigm of most parser-based games that grew out of the modern community. Sometimes it feels like it just shifted the obligation to update software so that it keeps working from one group of people to another. That's a simplistic summation, but in the current situation, I don't think I ever worked out if anyone has a particular idea about where the emphases of compatibility should be. The core idea that the games are just words and that users should be able to control the appearance of the words is a good one, except for the million exceptions including graphics, sounds, and various UIs that authors want to use. And being an author and not being able to control stuff can be maddening. So even when the onus is left on the interpreter to be kept up to date (and not your game), from an author's perspective, you may end up with multiple versions of your game where one thing is broken in each one depending on where/how the user plays it, or where it never looks the way you'd really like it to.
That sounds a bit dispiriting, an effect enhanced by me writing it in a dispiriting fashion. But it's not like this is a new situation. Plus, this is XMAS! So get confident, stupid! The reason I vexed on these points a little here is as a prelude to pointing out how I'm going in almost the opposite direction of my traditional design impulses (which are author-biased and pro specificsim) in my choice-based extension. It harkens back to the 'the game is just the words' idea. The author links the word(s) to a choice or, uh, link, but the player can receive these any way they want. If you (THE PLAYER) want hyperlinks for your touch device or for clicking on with a mouse, you can have them. If you want letters of keys you could press, you can have them. You can also have both. So the approach is intended as a bit fire-and-forget for the author. Stop programming interfaces and just put your content in, and expect it to work on desktops, mobiles and in screen readers.
Now, one of the eternal vetters of ideas at intfiction.org, Peter Piers, said 'What if the author wants to override something? eg block hyperlinks, or keypresses, or whatever.' Certainly it remains that there are ways to do this, but as work on this extension has continued, I've realised which basket it's throwing its eggs into more forcefully, and that is the 'let the player control the interface' basket. The controls are simple and plugged into the game by the extension, so it's an extremely far cry from having to hack Gargoyle's template to force it to print in your particular favoured shade of ectoplasm green :(
So! This extension has a design emphasis about how it's going to do things. I think it's a good one for this project.