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Weekly Links #262: combating extremism edition

24 March 2019 — No Time To Play

Hello, everyone! After getting last week's project out of my system, the announced follow-up fizzled out. Instead, another old idea returned with a vengeance. And this time it's coming together amazingly well:

(Screenshot of a digital gamebook presenting an encounter with three choices.)

It's just the latest incarnation of encounter-based game design, a notion I came up with almost two years ago and tried repeatedly to implement, with mixed success. Of course, two years ago I didn't have a suitable RPG rule system, or a good backstory (the high-concept one I was clinging to simply refused to come alive). Now I have all the ingredients, and can't believe how well it's shaping up.

And yes, that's SugarCube 2, though this time I'm using Tweego, not Twine.

In the way of news, this week we have some discussions on why and how to keep extremists out of gaming communities while fostering better representation. On a different note, there's a fascinating case study on procedural generation, and a reminder that No Time To Play needs your help. See below the cut.

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Tags: procedural-generation, representation, rpg, interactive-fiction

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Weekly Links #261: classic MMORPG edition

17 March 2019 — No Time To Play

Hello, everyone! The big news this week is that I managed to complete a command-line port of Ramus 2:

(Screenshot of a terminal emulator showing a fragment from Roger Firth's Cloak of Darkness.)

Well, for certain values of complete. There are many more features to add. But hey, now you can play games natively on Linux and Windows. Source code is available, too. This lets me better understand the system, paving the way for other future improvements, and frankly it makes the whole thing look a bit more like a serious effort, if not exactly professional.

In related news, I started work on a gamebook using Ramus 2, because what's an interactive fiction authoring system without an original game made with it? No promises as to when it will be done, but the concept is strong and should work out.

Now, on to the week's major events. In mid-march, we have big things coming to Itch.io, EverQuest at 20, and a request for help. Details below the cut, and please read to the end. Thank you!

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Tags: indie, mmo, rpg, roguelike, tabletop, interactive-fiction

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Weekly Links #254: game accessibility edition

27 January 2019 — No Time To Play

Hey, everyone. I had little to do this week but throw myself into work, for what little it's worth. And the first thing on my plate was to finally redo the homepages for Adventure Prompt and Ramus 2. Which took some thinking, but came out damn well, and enjoyed a warm reception. Now all that's left is to make download packages for both of them. Got many more ideas, but first the basics. And then there's my latest pet project, that I'm going to announce soon, either later today or else tomorrow. Spoiler: it's yet another scripting language.

In the way of news, this week we have in-depth coverage of the French Interactive Fiction Competition (in English, natch), via fiction-interactive.fr. It's fun to try and spot the unique flavor of the French school in a very well written analysis. In unrelated news, Gamasutra has a collection of quotes on accessibility from 2018. See also the extended news below, but one in particular struck a chord with me:

"If games didn't have subtitles, I wouldn't know English today, so yeah."

Many more are good though, so be sure to skim it.

As for extended commentary, there's a detailed review of Hyper Light Drifter, new regulation regarding accessibility in games, and a now-forgotten Star Wars MMO that once meant something. Details after the cut.

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Tags: indie, game-design, accessibility, mmo, rpg, interactive-fiction

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