Archive for the ‘Textfyre’ Category

Way back in 2007 I engaged a few IF authors to design new commercial games. I asked them to come up with ideas, an outline, then a complete design. This worked out three times with Jack Toresal and The Secret Letter, The Shadow in the Cathedral, and the as yet unpublished Empath’s Gift.

I had intended on keeping these private as intellectual property, but Textfyre is in a transitional period and I think it’s time I started letting go of some of my original plans. We still plan to release Empath in Glulx form and I’m still trying to finish up a touch-based application for Windows 8, but outside of that, no new games are planned. I’m releasing for general consumption Textfyre – The Shadow in the Cathedral. This is the full and final design document in PDF form. There are likely bits missing from the final game file, but that’s to be expected. The last bit of play-testing and debugging was done by Jon Ingold himself. I’m not sure how much time he spent putting things back into the design from that work. I suspect very little, if any any at all. Even so, the design document is remarkably complete.

The intent of this process was to prove that you don’t need to be an IF author to design IF. I think to some degree that effort has failed. I was never able to get a non IF author to write IF. However, I was able to prove, with Jon’s help and Mike Gentry (Secret Letter) and Christopher Huang (Empath) that you can write the game first and have an entirely different person create the code. It’s just that all people involved need to have a deep understanding of Interactive Fiction.

I hope you learn from this document and that it may possibly inspire you to build more IF games.


It’s been about a year since I have actively worked on the educational aspects of Textfyre. I have been spending most of my time putting the Windows 8 Store version of Shadow together and doing other things.

The Windows 8 Store app is in a holding pattern until I solve a save/restore issue within FyreVM. When I do a Quetzal restore, the engine goes into an infinite loop. I’m afraid this crossed the border of my programming capabilities, so I’m at the beck and call of others to solve this problem.

On Wednesday, the IES posted two educational technology grants ( worth $150,000 and $1,050,000. I wasn’t really prepared for these grants in many ways, but I’m trying to gauge if I can ramp back up to complete all the work required to submit the proposals.

We would probably need about $12,000 to complete the proposals and associated work, but that’s a lot of money to gamble when you’re a lean start-up. On the other hand, I do believe the idea of creating educational material through Interactive Fiction is a viable solution. The $150,000 grant would go a long way to either validating or invalidating my vision. Certainly the larger grant would go further.

I need to figure everything out as quickly as possible. Proposals are due in a month and the grant-writing process would require all of that time. I’m wondering if this is the sort of thing I could push out to Kickstarter or Indiegogo. I’ve already approached one private angel investor and may talk to a few others.

I’m looking for guidance on the proposal process and the cost of getting into the game, so to speak. If I did a Kickstarter, I’d have to set a quick deadline. I couldn’t do a 30 day project. It would have to be 10 days at the most. I’m not familiar enough with Indiegogo, but I assume it’s similar. There are other funding sources, but I am not familiar with all of them.

The new Windows 8.1 Store version of The Shadow in the Cathedral is now ready for testing and I could use some volunteers to run through it as much as possible and provide feedback.

You’ll need Windows 8.1 and a Microsoft Email  and Developer Account (apparently MS never thought non-technical people would need to test apps). The developer account is $19 USD, which I will reimburse in the form of your choosing (Amazon gift card, PayPal, etc), with a little extra to show my appreciation. (Remember, this is still mostly a labor of love.)

You can sign up for a dev account here: Click the “Next” button or if you already have a Live/Hotmail account, sign in. You’ll need a valid credit card to complete the process.

Once you have this setup, please drop me a line and I will provide a link to a zip file that you can unblock, unpack, and run the PowerShell script to side-install the application. I’ll also direct you to the bug-tracking website to provide feedback.


Just thought I’d drop another progress note out about Textfyre’s third soon-to-be-published Interactive Fiction game…

Brady has sifted through and rewritten about 20% of the code and should have the first round-trip with Paul and Chris in a few weeks. He thinks a full code review/rewrite will be completed by the end of the year. I can’t say for sure, but I think this should mean testing will follow in earnest. I’m no fool to be suggesting a release date, but this sort of progress is welcome news.

The Windows 8 Store version of Shadow is still being shrink-wrapped, so to speak. When that’s done, the new Zifmia will follow suit.

Since reestablishing the pipeline for traditional Textfyre games, things are going well. The changes to Shadow in the Cathedral for App Store touch-based deployment are nearing completion.

This has been made possible with the help of one Brady Garvin, known as emacsuser on and one of the I6 compiler helpers. Simply put, Brady is brilliant and although he doesn’t have the notoriety of a Zarf, he clearly has similar profound IF capabilities. Brady was instrumental in doing some very tedious work in Shadow’s code to make it touch UX friendly. He tagged every noun in the story text so the UI can turn those into clickable/touchable words. He also setup all of the other suggestions for touch words including verbs, articles, and prepositions.

The next endeavor, one long delayed, is Paul O’Brian and Christopher Huang’s Empath’s Gift. There was work done on the code back in 2010, but has since languished through the economic downturn and my personal distractions. No more! Brady has begun to assess the code and I have tasked him to own it. He has the original designs, writing, and test transcripts and we will see progress in the near future. This is no small undertaking and I can only afford a limited number of hours to pay Brady, but I’m hoping to see beta testing in 2014 sometime and a release in Glulx and Windows form soon after. Touch based implementations shouldn’t be too difficult since we’ll have ironed out most of those issues with Shadow.

When the new touch based Shadow is published, Textfyre will make a concerted effort to publicize all of its works, including the older Silverlight version of Secret Letter. I still believe that Secret Letter is a very strong IF game, despite some of the reviews claiming it’s too cliche. I would argue there are moments in Secret Letter that rival some of the best IF ever written. Every time I go back and play through it I am moved by the one major revelation in the middle of the story. Michael Gentry deserves to be recognized for his writing and the clever way he took a simple story and made it something more. If you haven’t played it, you should.

I’m still involved with another education start-up; Fantasy Learning, which is marrying the concepts of fantasy sports leagues with teaching social studies. The founder, Eric Nelson, is currently working in an incubator in New Orleans as I assemble the MVP. It may be that Textfyre and Fantasy Learning come together, or at least become working partners.

I’d like to know if people are interested in sequels to Secret Letter and Shadow in the Cathedral.

If you haven’t seen it, The Shadow in the Cathedral received another 4-star review yesterday. I had a few sales come through and wondered if something was up. Searched for news and found it.

In other news, the Windows 8 Store version of Shadow is moving forward slowly. We’re a bit more than half done updating the game file for touch usability. I’m currently implementing a new compass rose control and then I need to add an about and help view. Then I need to do a little design tweaking to make it look seamless. Once all of those tasks are completed, it goes into testing and then published.

Once I knock that out, I’ll start porting the new UX to HTML 5 and a cloud based version of Shadow.

In turn, that will feed into a new MVP for the classroom version known as T.A.L.E.S.

I went to another Startup Weekend last weekend, this one dedicated to educational start-ups. It was a ton of fun and if you’re a programmer, designer, or business person, I highly recommend attending one. My pitch didn’t get votes so I joined another team to build a Fantasy Sports take on teaching Geo Politics. Each student drafts a country and each country is award points on a weekly basis. Students win more points by doing various writing assignments. I’m going to stick with the idea to see it through MVP status and potentially partner with the guy that came up with the idea.

I’m feeling very relaxed these days and my urge to write is returning. I didn’t get a chance to do a comp game like I wished, but a game is coming soon. I may even get one of my kids to write a game. Should be fun.

I’m looking forward to the next version of Inform 7 when it comes out and playing the comp games in a few days.

There’s an entreprenurial subculture surrounded what’s called “lean startup”. The idea is that as an entrepreneur you should be testing your idea and vision immediately with your intended customer and finding out as quickly as possible if your vision holds merit.

In testing your vision, you are building a minimal viable product or MVP. You show people what you’re doing, get feedback, adjust, present again, get feedback, adjust again. You do this any number of times until you either have something people love or your vision blurs, pun intended.

So Textfyre is now on the path of MVP (it’s always been a lean startup…but that’s another story).

We’ve identified the content we want to deliver and how we want to deliver it. Now we’re in the process of actually building it out, on paper first, and then in an actual sample story game.

We plan to show this to our own acamdemic personnel as well as teachers and students in the coming weeks. This will give us the feedback we need build a great product, or pivot. I’ll talk about the pivot potential some other time. For now, it’s MVP time.