Tag Archives: interactive fiction

Sundered – Developing the game – From World building to conversation – Interactive Fiction Creation

Sundered – The Game – Creation of.

An interactive not quite steampunk Interaction

Play Sundered in your browser! (Opens in new window.)

There are no downloads for the work in progress. At time of Alpha testing, files will be made available.

Sundered – The concept

It all started in the fall of 2015. This Sundered world is a prog-metal album, a novel, and now I got it in my mind to write this Interactive fiction game with it. Oh, I almost forgot. What say ye of a graphic novel? Huh? Actually, graphic novel might be a maybe. i love the idea but shit, there are only so many hours in a day so that is a loose thread as of yet. the game is related to the novel and takes place in the same universe, but is unrelated in every way from the novel so playing the game will produce no spoilers.

So that is why i set up this page from the start. This game in progress will be playable at every step of the way but there will be little to do to start with. We meet Gabriel. We meet Bird. And we get to know the world in a typical Interactive Fiction condensed fiction fashion. So, if you are interested in following the building of this game, come back every now and then to see what Gabriel is up to and what he is capable of.

Before you click on the link above to play the game, you may want to start this player. “This Sundered World” is as you may guess the title track for the music album under production right now by the brand new band “Icarus Machine”. More information on that is upcoming. Enjoy, as more stuff will come along and fill this game and this page with interesting stuff.

From the game

Excerpts from the actual game play. Including work in progress fuckups coming up as there is more gameplay to draw from.

Call to action

At this point, there is not much game to report bugs on. But I will happily take what you find as well as suggestions. Please add your thoughts on this page.

JennyK

Crystal and stone, beetle and bone — available once more.

Crystal and stone, beetle and bone

An interactive not quite fantasy.

Updated! Play this game in your browser! (Opens in new window.)

Note: If you use a screenreader, allow a couple of seconds after pushing enter on your command. It seems as if being too fast on the cursor keys moves focus away from where you ultimately want it; starting at the beginning of the new text. It’s not a biggie, but can be a bit annoying.

Of course you can always download the game, and check out the Crystal and Stone Game map

The editing

I believe I am done. It will have to be done as I can’t dedicate the rest of my life to this game. I did some rewrites and lot’s of error checking. Spelling, yes, spelling errors a plenty. I’m always in a hurry it seems and i always pay for it in the end. But this should be the last and final version of this game. Considering I started writing it in 2006 or thereabouts, it has taken far too long. But here it is. Crystal and stone, beetle and bone Version 4.

Enjoy!

From the game


The beetle airs out its wings in an attempt to look bigger and the spider stands up to its maximum height. After a moment of this comparison of strength, the spider backs off, scrambles away from the beetle and up on Lornedei where it curls up and acts as if nothing at all has taken place.



Deini sniffs around. After a while she comes back, carrying an old torch. She drops it at Lornedei’s feet.





In the southeast corner of the big desolate field the ground slopes down and turns into a ragged hole in the ground. Heat ripples the air around it. A large fire burns within a ring of stones.



She circles the fire. She is in a hurry, searching for the thing that should be but is no longer. She returns to the ruin. There is a high wall east of the castle and she stops to rest on top of it.




The world wavers its way back to reality and Lornedei looks pale and a bit unsteady on her feet. “Too high! Master? If I die and must come back, please do not make me a bird!”





Lornedei watches the amulet for a short while. Then she tries to stab herself in the face with it. Fortunately it’s not sharp enough to draw blood.




The beetle clings to Lornedei’s finger while shaking its antennae. After a moment of fruitless coaxing Lornedei gives up with a sigh. “Never mind then.”




. Her legs betray her. They are all over her now, reaching for her, grabbing, ripping. Their hatred and need has given them substance, temporary bodies, and the strength to take what they need. Lornedei does not stop screaming until her throat is ripped open. The black bird watches in silence and the forbidden forest shudders in delight.





Lornedei glares at the bird. The bird stares at Lornedei. Lornedei crosses her arms. The bird shuffles uneasily. Lornedei shuts her eyes. The bird croaks. Lornedei opens her eyes, pulling up her upper lip in a grimace. The silent exchange is over. “This bird would be of better use to me in a stew. It’s thinking of bugs. It’s probably hungry.”

Check this game on the Interactive fiction database (IFDB).

Back to obsession – Interactive fiction — It’s pitch dark in here.

Studio Chaotic, a dark corridor

It is pitch dark in here.

Or is it? No, you see something; there is a flickering light ahead, growing brighter for each step.

Listen. A rustling, an offbeat percussion, a disharmonic pan flute.
Smell. Your nostrils flare, mouth crumples in disgust from the sour cold stink of fear, your own fear.
Run. You can’t go that way.
Look. There is a desk. On the desk is your doom. A pile of something. Papers in a frayed uneven pile sit in the centre of the desk. The type on the top sheet is dense and crooked. You step closer.



You reach with trembling fingers. The letters shiver as if sensing you drawing nearer. they blurr and rearrange themselves on the dusty page. The first few pages stirr restlessly, then the entire pile of tightly typed code shudder, the top sheet rises slowly toward your touch. You quickly place your palm on the pile and try to hold it in place as it starts moving more violently. You press down hard but there is nothing you can do. A cloud of dust emits from the neglected pages and surround your head. Holding the struggling papers down with one hand, you cough and choke, wiping grime and grit out of your eyes. It’s no use. There is no stopping the thing that will happen. No hope of reprieve. No end in sight.

You take a deep harsh breath, pulling swirling dust into your lungs. You grimace and spit but then you suddenly relax. You have known a long time that this day would come. “Ok, damn it.” You sputter in resignation. The air clears and the pile of inform 6 classes, objects, and endless hours of troubleshooting settles down. Grinding your teeth you slowly move your hand and hiss at the disgustingly selfsatisfied bundle of code. “Ok, ok, fine, you win. You win you little bastard, I’ll do it.”

Interactive fiction – another obsession

I knew the day would come when i would get a great idea. I have that idea now. I’ve started a bit cautiously to build the world I want to create, the characters i want to breathe life into, the types of objects, classes, files that need to be modified, adapted, or created in addition to the main source code.

It doesn’t even have a name yet, this game. the temporary work name I’ve assigned though is:

Frustrations

It is so named partly because of the initial scene in the game, and partly because I know the work that is ahead of me. It’s not just writing a simple inform game. I couldn’t settle with that. The first game Crystal and stone, beetle and bone, proves that I am unable to keep it simple. In CSBB I had one character, commanded in third person, who had three different states of self. Yes. Each action had three different responses. then if you add that this character had a companion that would or would not follow the MC depending on the state, would or would not follow commands given to it depending on the state of the MC, as well as several important characters that followed the MC around the game. Alternative ending? Yes, that too.

Thinking about it now, I find it hard to believe that I did it. I spent the better part of a year on creating that game. Note that I learned the coding from scratch at the same time as I started writing the story and game world.

This time I have the advantage of knowing what I’m doing. Much of the habit of writing code on the fly is gone and there is quite alot of retraining. But it will be easier this time.

That’s what I thought.

>

Now, I’m chewing on ideas to make my teeth ache:

Initially:

One character – second person. I.E the normal game-play mode for interactive ficction. For example you type “take knife” and the game replies “You pick up the bloodstained butcher knife. Immediately it slips out of your grip and it plants itself firmly in your left foot. You scream like a girl.”

the second character, existing in a parallell story line in the same game-world – third person action mode. I.E You type “go west” and the game replies “Papa roach stares at the west door in disgust for a long moment. He snarls, sniffs his armpits and spits on the floor. ” I don’t think I feel like going that way.” He strolls off east while muttering under his breath. “Mother-fucking control-freak.”

Update 1, massive change in thought:

Okay, I changed my mind. This will be another third person game with characters tagging along. The genre is contemporary thriller. Protagonist is a guy with little or no clue… about anything.

Crystal and stone, beetle and bone files and info coming up.