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.
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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.
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:
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…
…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.
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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.