I know no one gets excited about vaporware, but the new Textfyre website will address some of the issues Jim talks about here.
Based on my work on Zifmia, which is a client-server engine based on FyreVM, which is a .NET implementation of the Glulx specification, I have been able to build a new Textfyre website. This new website is intended to be a portal for client-server Interactive Fiction games.
Here is the scenario I envision for the portal:
Games are played in a standard fashion, but mostly based on whatever template is devised. The template I’m working on is a hybrid of things we’ve seen over time and a slightly out of date version can be seen at http://beta.textfyre.com.
One of the major differences with the portal is that every turn of every game is saved on the Textfyre servers, in the cloud. If you play the game on any connected device, you will never lose your places. Save, Restore, and Undo become irrelevant. The user interface will have a mechanism to jump to any turn the user has played. If they type a new command at a previous turn, the history branches. These branches are displayed to the user and can be panned and zoomed and reviewed.
Obviously, this is a connected service. Future implementations may include client-side storage, but it’s not on the radar today.
I have Cloak of Darkness working as an example. I’m still (slowly) working on the standard template and Shadow will be implemented as a pay-to-play game when the site is released publicly. Secret Letter will follow and we’re working on getting Empath’s Gift completed, at which time it will also become a part of the portal.
I would love for an author to step up and offer to work with me on the standard template or a new template for their own game. If anyone is interested, let me know. This is mostly going to be undoing any Glk specific code in your game file and replacing it with FyreVM stuff and then working on the client-side code.