I found something in the soundtrack to The Legend of Zelda: Link’s Awakening! It seems like the kind of thing I should have noticed earlier, and maybe it’s not news to you—but maybe it is.
My new text adventure is called THE ROSCOVIAN PALLADIUM and it deals with art, culture, and politics—well, it deals with the fictional politics of talking rats. It’s a rat heist in an art museum! Rats!!!
Development of my text adventures is supported by my PATREON patrons. If you like what I do, you can pledge some amount of money to send my way every time I release a game. Some Patreon folks have it set up so that you pay them every month but I don’t release a game every month so I don’t have it set up that way.
Lots of people pledge just a single American dollar per game, which means they each send me probably less than $5 a year, but none of it goes unappreciated and all of them get to view the secret Patreoneer-only Twitter feed.
At the very least you should go to my Patreon page and watch the little video I did because I am still proud of it.
Halloween is my favorite dang thing, and I try to make the most of it. There is not enough October in a year for all the spooky stuff I want to accomplish. But, with a view toward enhancing your Halloween experience, I would like to promote here some of the Weeny things I’ve produced for your enjoyment. Pretty scary, boys and girls!
or, “How to Write the Way I Write, in Inform 7”
Good afternoon. It may be the case that you have a desire to learn about how I write my text adventure computer games. There are a lot of angles to this subject, and the one I’d like to focus on here is the stage right after all that horrible “coming up with an idea” and “figuring out the story” stuff—the corpus callosum between design and implementation, getting the world to a state where the player can at least walk around and look at stuff.
I’m going to assume a basic familiarity with the Inform 7 programming environment, but if you have no idea how I7 works, you may be able to glean that basic familiarity from this post. Plus you will get to see my terrible handwriting!!!
Okay, so! First I draw a map.
- I’ve got a new game for you about cavemen; it’s called Reference and Representation: And Approach to First-Order Semantics.
- I’ve got ANOTHER new game for you about a docent; it’s called An Evening at the Ransom Woodingdean Museum House.
- The above games were supported by nice people via Patreon.
- If you haven’t checked out Clash of the Type-Ins recently, you may have missed various new episodes featuring such luminous guests as Dan Schmidt, Jason McIntosh, and Andrew Plotkin.
- Currently I am most excited about my new text adventure, an interactive documentary called WINTER STORM DRACO. You will remember Winter Storm Draco, the 2012 blizzard, of course. If you don’t, you will learn an awful lot when you play this text adventure.
- Less recently I released another game called THE ISLAND OF DOCTOR WOOBY, about felt dinosaurs. The felt dinosaurs in the game are randomly generated, and I had a lot of fun drawing the various dinosaurs that players found. Plus it got written up by Emily Short!
- My felt dinosaur game was preceded by the construction of some flesh-and-blood felt dinosaurs, for a window display at Plaid Peacock, which see photos of here and here.
- Clash of the Type-Ins released several new episodes.
- Clash of the Type-Ins had a Kickstarter to cover hosting fees and it was wildly successful!!! WHY DID I NOT POST ABOUT IT HERE. COME ON.
- I started and never finished working on a weird time signature version of Scarborough Fair.
- I played a LOT of Super Mario Maker. Here’s the code for one of my levels: A98D-0000-0025-56BE
If you are eager to know what I’m up to at any given moment then your best shot is to follow me on Twitter. Thank you for your interest!
I was lucky enough to get in on an advance version of Westerado: Double Barreled, a remake by Ostrich Banditos of their Adult Swim browser game Westerado. I wrote all about Westerado a while back, and I have plenty to say about the differences between the remake and the original—and what the differences mean to me as a game designer, and what they mean to me in terms of game genre theory—but let’s get the most superficial facts out of the way and work from there.
Only recently have I gotten around to editing and uploading a few episodes of CLASH of the TYPE-INS that Jenni and I recorded with Emily Short way back in September or something. Now they are all up, though. The episode where we play Bronze was crazy good, in my opinion: Some IF design-theoretical issues got brought up and Emily expounded on them with a cogency that Jenni’s and my antics often lack. If you listen to only one episode of our dumb podcast this year, make it Episode 10.
But you should listen to all of them! Why not?
I have a new game! It’s a prequel to The Statue Got Me High. My intent was to make a little sub-game that would briefly explore one of the characters from Statue, but this game is actually about 153% the size of that one.
I think you can play them in either order, but whatever or however you play, I hope you have a good time, and if you have anything to say about them I hope you’ll let me know!