Cover Art Drive

IF Cover Art Drive is now officially running. From now until April 30, I am collecting IF cover art on Flickr. There are a few pieces already there, but more will be posted as they’re contributed.

The idea here is to try to collect contributions of art to serve as cover images for existing IF. There are two reasons to do this: first, to make IFDB more attractive and less pure-text; and second, so that people writing about IF on indie game blogs and websites will have something other than a screenshot of raw text with which to illustrate their articles. (More about the rationale for this is here.)

[Edit: for reference, a list of how things stand.]

Cover art submitted and accepted, or submitted by author:

  • The Act of Misdirection, by Callico Harrison
  • An Act of Murder, by Chris Huang
  • Ad Verbum, by Nick Montfort
  • Adventurer’s Consumer Guide, by Øyvind Thorsby
  • All Hope Abandon, by Eric Eve
  • All Roads, by Jon Ingold
  • And the Waves Choke the Wind, by Gunther Schmidl
  • Attack of the Yeti Robot Zombies, by Øyvind Thorsby
  • Augmented Fourth, by Brian Uri!
  • Bad Machine, by Dan Shiovitz
  • Balances, by Graham Nelson
  • The Baron, by Victor Gijsbers
  • The Beetmonger’s Journal, by Scott Starkey
  • Being Andrew Plotkin, by J. Robinson Wheeler
  • Blighted Isle, by Eric Eve
  • Blue Lacuna, by Aaron Reed
  • Breath Pirates, by Mike Snyder
  • The Chinese Room, by Harry Giles and Joey Jones (pending revisions)
  • Coke Is It!, by various
  • The Cove, by Kathleen Fischer
  • Cryptozookeeper, by Robb Sherwin
  • Dangerous Curves, by Irene Callaci
  • A Day for Soft Food, by Tod Levi
  • Degeneracy, by Leonard Richardson
  • Desert Heat, by Papillon
  • Distress, by Mike Snyder
  • The Djinni Chronicles, by J. D. Berry
  • The Edifice, by Lucian Smith
  • Enlightenment, by Taro Ogawa
  • An Escape To Remember, by IF Whispers
  • Fate, by Victor Gijsbers
  • A Fine Day for Reaping, by James Webb
  • Fine Tuned, by Dennis Jerz
  • Firebird, by Bonnie Montgomery
  • For a Change, by Dan Schmidt
  • Gardening for Beginners, by Juhana Leinonen
  • Gourmet, by Aaron Reed
  • The Gostak, by Carl Muckenhoupt
  • Help! My Vacuum Cleaner is Broken!, by Admiral Jota
  • In the End 2, by Adam Thornton
  • Katana, by Matt Rohde
  • King of Shreds and Patches, by Jimmy Maher
  • The Land of the Cyclops, by Francesco Cordella and Simone Di Conza
  • LASH, by Paul O’Brian
  • Learning to Cross, by Mark J. Musante
  • Legerdemain, by Nathan Jerpe
  • Letters from Home, by Roger Firth
  • Losing Your Grip, by Stephen Granade
  • Lost Pig, by Admiral Jota
  • Luminous Horizon, by Paul O’Brian
  • Lunatix — The Insanity Circle, by Mike Snyder
  • Lydia’s Heart, by Jim Aikin
  • Masquerade, by Kathleen Fischer
  • Moon-Shaped, by Jason Ermer
  • Mother Loose, by Irene Callaci
  • My Name is Jack Mills, by Juhana Leinonen
  • Not Just an Ordinary Ballerina, by Jim Aikin
  • Nothing But Mazes, by Greg Boettcher
  • Pass the Banana, by Admiral Jota
  • Persistence of Memory, by Jason Dyer
  • Photograph, by Steve Evans
  • Revenger, by Robb Sherwin
  • Rameses, by Stephen Bond
  • Ribbons, by J. D. Berry
  • Scavenger, by Quintin Stone
  • A Simple Theft, by Mark Musante
  • Snowblind Aces, by C. E. J. Pacian
  • Square Circle, by Eric Eve
  • Tales of the Traveling Swordsman, by Mike Snyder
  • The Tarot Reading, by Michael Penman
  • To Hell in a Hamper, by J. J. Guest
  • Trading Punches, by Mike Snyder
  • Treasures of a Slaver’s Kingdom, by S. John Ross
  • Undertow, by Stephen Granade
  • Voices, by Aris Katsaris
  • Waystation, by Stephen Granade
  • The Weapon, by Sean Barrett
  • Wearing the Claw, by Paul O’Brian
  • Whom the Telling Changed, by Aaron Reed
  • Worlds Apart, by Suzanne Britton

Cover art submitted and declined; submitted and unanswered; or supplanted by other art:

  • Aisle, by Sam Barlow
  • Anchorhead, by Michael Gentry
  • Chicken and Egg, by Adam Thornton
  • Choose Your Own Romance, by David Dyte
  • Christminster, by Gareth Rees
  • The Corn Identity, by IF Whispers
  • Deadline Enchanter, by Alan DeNiro
  • Delusions, by C. E. Forman
  • A Dino’s Night Out, by Aris Katsaris
  • Downtown Tokyo, Present Day, by John Kean
  • Elizabeth Hawke’s Forever Always, by Iain Merrick
  • Goldilocks is a FOX!, by J.J. Guest
  • Guess the Verb!, by Leonard Richardson
  • House of Dream of Moon, by IF Whispers
  • Janitor, by Peter Seebach and Kevin Lynn
  • Lost New York, by Neil deMause (would prefer no future cover art be created)
  • The One That Got Away, by Leon Lin
  • Rematch, by Andrew Pontious
  • Shade, by Andrew Plotkin
  • She’s Got a Thing for a Spring, by Brent VanFossen
  • Sins Against Mimesis, by Adam Thornton
  • Sting of the Wasp, by Jason Devlin
  • Theatre, by Brendon Wyber

Cover art submitted:

  • A Change in the Weather, by Andrew Plotkin
  • Delightful Wallpaper, by Andrew Plotkin
  • Hunter, in Darkness, by Andrew Plotkin
  • Spider and Web, by Andrew Plotkin

Cover art in progress:

Cover art requested:

Cover art “opted out”:

  • Building, by Poster

Continue reading “Cover Art Drive”

Emergent Puzzle Solutions

A recent RAIF thread brought up the Magnetic Scrolls games, and the fact that they used a simulationist system that could produce puzzle solutions that the game authors hadn’t thought of:

“Talk of current IF development drifted on to whether it’s possible to create a game in which the player is not really constrained by the author’s intentions. Michael noted that Magnetic Scrolls games were kind of like this-for example, if an object had the “sharp shards” bit set, dropping or throwing the object would cause it to shatter into many sharp shards. In total, 128 bits were used to describe a more or less working universe that the player could interact with in ways that hadn’t been anticipated. As an example, Michael described an unintentional situation in which one could put a rat in some liquid nitrogen, snap off its tail and, for a few turns, use the tail to puncture feed sacks and obtain food.”

This raised a fair amount of interest (most of the “ZOMG that would be GREAT!!” kind). This yearning to do something the author didn’t think of is something I hear a fair amount of: Mark Bernstein has complained that, because IF games anticipate solutions, the IF player is always robbed of the pleasure of having invented a novel solution because he always knows the author was there first. Emergent-solution design might address that complaint. It might also address the frustration players often feel when a logical-seeming approach is either forbidden or not recognized by the game at all.

So I found myself thinking, again, about why more IF games don’t work this way.

Continue reading “Emergent Puzzle Solutions”

Another day, another extension

Have uploaded to the Inform extensions page updates of Locksmith and Facing, and a new extension called Approaches. Approaches implements a GO TO… command as found in the manual, but produces somewhat more elegant output, coping with cases where the player’s movement is blocked by a door or some other kind of movement requirement. For instance:

You go north to the aforementioned unwelcoming hut, north again to the unattended pathway, north again to Paris and west to Bois du Boulogne.

or

You go north to the dusty street, then head west to the church. Entry into the church is barred without a hymnal, though.

or

You go north to the open field, then head north again to Seamus’ Hut. Unfortunately, you find you lack a key that fits the hut door.

or

You go to Crimson Chamber by way of Grooved Channel, Shallow Jade Amphitheater, Silver Filigree Prison and Mandarin Casket Room.

or… well, many other variations of your own devising, really. If you try it, though, remember to make sure you have the new Locksmith, too.

Three Room Description Styles

As die-hard I7 authors may know, I’ve had available for some time a Room Description Control extension which allows for greater control over how room descriptions are printed — in particular, what we want to leave out, and what order we want to print descriptions in.

Room Description Control requires, though, a kind of front-end extension as well, to form the paragraphs of the description. Until now, there have been two options, neither of which really conforms to the default Inform description.

I have now released a third version, Ordinary Room Description, which tries to stick as close as possible to the way Inform prints descriptions by default, allowing the author to use the special abilities of RDC without giving up other aspects of Inform’s room description printing.

After the break there are examples of output from all three variations: Single Paragraph Description, Ordinary Room Description, and Tailored Room Description.

Continue reading “Three Room Description Styles”

Property checking extension

For a while I had posted a property checking extension for I7, intended to make sure that all objects and rooms in the game at least had some description defined. This turned out to be buggy because of the way the standard rules handle room descriptions, so I took it down for a time until I got around to figuring out what was wrong with it.

I have now solved this, so version 2 is up in the usual place. Apologies for the inconvenience/delay/etc.

5J39

Another build of Inform has been released; this one is less dramatically changed than the last, though it does get rid of a bunch of bugs. It also introduces lists, so you can have a growing sequence of numbers (say) without having to know how many there will be when you create the property or variable.

My favorite new example uses that feature and several features of the previous build to create Robo, an NPC who can learn action scripts and perform them back on command.

The syntax document has also been re-updated with the new syntax for list-management.