Posts Tagged ‘jon ingold’

So I started Textfyre somewhere around 2006-2007. The corporation was legally created in March of 2007, but I had done a lot of research before that point. We released Secret Letter and Shadow in 2009.

Eventually I will write some sort of historical essay on the rise and fall of Textfyre, since at this time, it looks like I will be closing its doors at the end of the year, releasing IP back to authors, and open-sourcing all generic code. I’m still on the fence about this, but unless I have a compelling reason, Textfyre will end on Dec 31st of this year.

I still need to publish the Windows 8 Store version of Shadow. I’m waffling on it for the moment. It will just never be as good as I want it to be. It’s hard to do this stuff alone. I had help last year, but that help has for the most part disappeared.

* * * *

This does not mean I have lost one bit of passion for IF, commercial IF, educational IF, or any of the ideas or visions I’ve worked on for the past 8 or 9 years. It’s just a reality of the day. There are better people at it, specifically Choice of Games, Inkle Studios, and Versu. The emergence of Twine and CYOA games also leads me to believe we’ve hit a crossroads with parser-based IF and I still love parser-based IF. I think the art of IF within Twine and the new iPad games is very compelling. It’s much closer to what I envisioned than I could ever manage.

So what’s next. Well I think I will place my IF passions back to where they were. As a hobby, a passion, and an artistic endeavor. The plan have at the moment is to develop a JavaScript version of FyreVM using Quixe and then building a CLI based IF-builder the same way Ionic builds mobile applications. I envision it something like this:

You type a command in like…

zifmia start mygame z-standard

…and this creates scaffolding for a web-based interpreter using your game file. It automatically generates an I7 extension to be used by your game. You then go write your game in Inform 7 and when done, you save the ulx/blorb file in a directory within that scaffolding. Then you can serve it for testing:

zifmia serve

That command will open a browser running your game in the given template. The template can be modified if you know HTML, CSS, and AngularJS.

When you’re done and ready to publish, you type…

zifmia publish

…and this will create a package you can drop on a server.

I’ll finally be able to develop the templating system I envisioned for Zifmia years ago and by generating the extension in conjunction with the template, authors will have detailed instructions on how to write their game for a given template.

It will be easy.

* * * *

So that’s the new plan. Plans change of course, but this is where I’m headed. As I said, if and when I do close Textfyre, I will write a very thorough accounting of its history for anyone interested. Even so, I could not have done it without the following people:

Jesse McGrew – coded FyreVM from scratch and my hair-brained design requests about Channel IO in about 80 hours which is still an amazing accomplishment.

Mike Gentry – for flying out to Chicago on several occasions, busting his ass to write Secret Letter on paper when no one else had ever done that before. An amazing accomplishment and not just for Textfyre. I’m sure his efforts carries into other people’s IF design endeavors. And for writing Secret Letter itself, which despite its flaws and criticisms, is a wonderful game.

Jon Ingold and Ian Finley – for creating Shadow in the Cathedral, one of the best IF games I’ve ever played. I have played it hundreds of times and I still love it. I wish we could have done the sequels.

Paul O’Brian and Chris Huang – for designing Empath’s Gift and suffering through endless attempts to complete the code. Maybe it will still be finished. I hope so.

For everyone that offered their support. I could not have done even what I did accomplish without the IF community.

I’m not going anywhere….just returning to a hobbyist and an enthusiastic cheerleader of IF.

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.

So the software I’m developing for the classroom is a hybrid of FyreVM and Zifmia technologies. There is a great deal of usability testing we need to do with students and teachers, but there is also a level of beating that I won’t be able to achieve through that process.

So I branched the code, ripped out all of the classroom features, and implemented a revised version of The Shadow in the Cathedral. If I can figure it out, I plan to do Secret Letter too, but that code is a mess.

You can play, for free, the online version of The Shadow in the Cathedral right now.

It’s a bit sluggish at times, although not terribly bad. It’s certainly usable. I’m considering a few tweaks to speed things up, but the performance is in large part a factor of the game’s size. It was not designed for a client-server platform…it was designed for a PC interpreter.

I have to thank Jimmy Maher for the Kindle port for a great deal of the bottlenecks being removed. Jimmy has a knack for finding bad Inform 7 code and rewriting it so that things perform well. This version of Shadow is a descendant of those changes.

The caveats I offer in playing it online includes the following:

  1. this does not change the price or availability of the Kindle, Android, or Hobbyist versions.
  2. if you have suggestions, please use the Feedback button on the lower right. This leads to a User Voice feedback dialogue where you can offer your feedback.
  3. at any time, I may make changes to the game file, which will reset all sessions to the beginning of the game. One feature I’m contemplating is the ability to have the system upload the new game, then fire off a script to rerun all historical turns in the new engine. I can think of a number of ways to enable this, but I’m undecided.
  4. if anyone has any art or music they’d like to share in the online version, feel free. I view this version as a sort of artistic endeavor combined with usability research. This goes for CSS changes as well. I can easily provide alternate CSS implementations.
  5. the underlying client-side code is copyrighted. look, but don’t copy.

I can’t say that this will remain online forever, but that’s my intention.

Enjoy!

It’s been five months since my last post and honestly it seems like yesterday for me. Having taken on a team lead/architect consulting role has pretty much sapped all of my free time. The result is almost no work done on the new Textfyre website and no progress on publishing existing content to mobile platforms. Trying to get Empath completed or even thinking about new games has been impossible.

I am pushing Klockwerk to the #1 eReader device (about which I can’t discuss openly until we are actually published), but there are a couple of artifacts in the works that need to be completed before that happens. One of which is artwork. There will be a unique and new drawing for each chapter within Shadow in the Cathedral. Some of these drawings include the tea machine, Covalt, and the Cathedral of Time. Trust me, when you see the results you’ll be amazed. The artist I’m working with is great, but slow.

I also have to pull together a good tutorial mode for the game and I’m working on that. It’s obvious that Jon Ingold is focused on Inkle now, but he’s been able to help with some of the required changes to the Shadow source code.

The Textfyre website with a Web 2.0 game play mode is mostly completed, but there are some performance issues I’m still working through. The big hit comes from serializing the engine every turn. I may have to work through caching logic to resolve these issues. I also need to get Shadow and Secret Letter implemented and run through testing on them. I plan to have Cloak of Darkness, Shadow, and Secret Letter available when the new site launches.

The cool thing about the website is that it works very well on the iPad.

Textfyre is still here, plugging along.