No Time To Play

Tag: tools

Markers and highlighters: a gamedev metaphor

by on Apr.10, 2016, under Case study, Gamedev

It’s common nowadays to see people complaining online that there are too many games out there (or books, or music, you name it). It’s not nearly as common to hear them complain about too many game development tools, but that’s mostly because fewer people are game developers; if you hang around in the right circles, you’re bound to come across that one sooner or later. Interactive fiction, in particular, seems to suffer from this; a big part of nurturing new authors is helping them pick an authoring system. Already in the 8-bit era multiple companies sold competing products, in addition to the proprietary tools of major studios. Nowadays, the Cloak of Darkness website alone compares no less than 20 of them, and that’s just for parser-based works! As for me, I created as many (toy) authoring systems as I did text adventures — one of which actually saw real-world usage, to my eternal surprise and gratitude.

And there’s absolutely nothing wrong with any of that.

With so many authoring systems out there, some of them come so close in features and overall feel as to seem redundant. That’s inevitable. I will also argue this is a red herring. Funny, isn’t it? You never hear anyone complaining that markers and highlighters are redundant. Or crayons and colored pencils. Tempera and gouache. You get the idea. Arguably, software is different because it tends to proliferate in a way physical media do not, due to programmer hubris and the nature of computers, and I can’t fault people for feeling overwhelmed. But even subtle differences may matter more than you think.

In the rest of the article I’d like to compare three authoring systems for browser-based interactive fiction, with remarkably similar design, that nevertheless make for a far from trivial choice. (continue reading…)

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Weekly Links #59

by on Mar.04, 2015, under News, Review

Hello, everyone. As I’m writing these lines, No Time To Play is down, so I can only hope you’ll get to read them soon. One of my biggest finds this week has been a CRPG Directory listing an eclectic mix of mostly retro games in the genre, along with other resources such as blogs and forums. Interestingly, among them is listed Battle for Wesnoth, and I can’t even fault them considering how many RPG elements that game has. But most intriguing to me was the first entry:

ack

The Adventure Creation Kit is a visual tool for making RPGs in the style of old Ultima games, running in DOS. And while that style of game ultimately lies outside my sphere of interest, I couldn’t resist taking a good look at ACK. Here’s what I discovered.
(continue reading…)

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Weekly Links #23

by on Jun.16, 2014, under Gamedev, News, Review

It seems appropriate that I’d have a week with few links again just as I have an announcement to make. I also have a game creation tool to review, and some ranting at the game industry, and that’s enough for now so let’s go.

The big news is that I’m returning to game development! I’ve been absent for a year, and I won’t be long most likely, but still. Here’s what I have so far:

attack-vector-title attack-vector

Yep… that’s a first-person shoot’em up with voxel art — meaning the game is only rendered with voxels. I ran into difficulties right off the bat, which is why all I have now is scrolling scenery, but it’s coming along nicely. No, I won’t have a HTML5 version this time. Sorry.
(continue reading…)

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