Sep. 14th, 2007

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I had a productive day, and then went to the Carlton to drink fruit beer, see people and play bridge, and then back to relativity to play more bridge. I feel good, it's been a great day.
jack: (Default)
Was there anywhere I was supposed to be going tomorrow?
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Well, a combination:

* Having a productive day, feeling all doingthings'd out by about midnight, and falling into bed for a great night's sleep before regular getting up time.
* Having a long and productive day, but spending too long staring at computers and thinking maniacally about houses, and feeling quoosy by eleven, and sleeping intermittently
* Having a productive and relaxing day, but playing bridge until three in the morning. Setting the alarm for a lie in (an odd day doesn't matter) but waking up at the regular time anyway.

I've been doing that at weekends too, even if I'm not quite rested enough. I think it's generally promising, but it would be nice if my body could accept getting up without abandoning the concept of a lie in :)
jack: (Default)
You are in a maze of twisty subheadings, all alike

The title may be excessive, but I think accurate. The point of this behind the scenes is to explain why the "behind the scenes", "behind the behind the scenes" and "behind the behind the behind the scenes" have such long titles.

"Behind the scenes" describes the background of the plot
"Behind the behind the scenes" describes the innovations of the interface
"Behind the behind the behind the scenes" describes trying to code the bugger
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You are in a maze of twisty user interface features, all subtly related

Several of you have heard me expounding about designing an adventure game. I was thinking about it last weekend, before it got overtaken with other things. I probably won't actually do all this at this time, but

I love Monkey Island games. In fact, "like Monkey Island" is actually more accurate than "point-and-click adventure game" because the genre we all like not only has that style of game and interface, but that style of humour too.

Sonic's commented several times (both, I think, in put-down and in seriousness) that I ought to write one. The idea appeals to me because I get to do: much programming, much design, much puzzling and some art which fits the ideal proportions.

The only flaw is I wanted to write something open ended, like an action or puzzle time filler, that isn't this. But it's fun.

The twist I like, the defining feature

Read more... )

Other features

Read more... )
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You are in a maze of twisty scripting languages, all different

I was investigating how to write a point-and-click adventure game at all, as a prerequisite for adding on my ideas for user-interface features. I was possibly over-optimistic, I wanted something:

* Cross-platform
* Working
* Open-source

Read more... )

The conclusion

Well, I don't know if I'll finish, but I decided which way I would go if I do.

Read more... )
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You are in an maze of twisty hell-dimensions, all terrifying and entailing complicated philosophical, moral, and plot implications

(One for the non-techies)
Father David is a church magician, excluded from the Catholic church because his magic is officially unrecognised, but the go-to guy for a variety of metaphysical/supernatural conundra[1]

He is latestly charged with tracking down a ancient noun (unknown whether it be an artefact, spell, word, prayer, or person) that conquers death. Which some Generic Fanatics are also after. He's doubtful about the theological/moral implications. He wonders if he can bring his dead wife back to life.

He finally acquires it just ahead of the fanatics, who kill him, but he finds himself returning from the dead as a ghost, needing to reassemble the thing to complete his return. He is angry and vengeful and retains his full spellcasting powers.

These are generally elemental in nature, eg. can make or extinguish a small spark quickly, and raise or put down a storm over a period of time.
OK, I had the idea for the character, and the death, and the idea for the magic came from thinking about interfaces, but I made up the connections on the spur of the moment. The actual plot will probably turn out to be something completely different.

It's funny how well, Indiana Jones fits this style of game, I guess it's because: going out and about to places means you often face non-arbitrary puzzles; no-one ever gets tired of acquiring more mystical objects; ancient tombs have puzzles; he's cool.
jack: (Default)
[1]: I wasn't sure if I could get away with "conundra" but it felt right in context. I looked it up on etymonline (was it you, pippa, or you, vyvyan who linked me to that? either way I love both of you :)), and found:

1596, Oxford University slang for "pedant," also "whim," etc., later (1790) "riddle, puzzle," also spelled quonundrum; the sort of ponderous pseudo-Latin word that was once the height of humor in learned circles.

So I think I'm justified in using a plural as pretentious as I can contrive, hah :)

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