This post is not interesting. Do not read this. Continue reading
Here’s the Reddit thread where this started. The short version is: /u/Takfloyd pointed out that, when you first enter a Divine Beast (and up until you activate one of its terminals), for example Vah Medoh, the music includes Morse code, beeping an SOS.
Then /u/TonesBalones and /u/Dragonaichu point out that, while there’s definitely an SOS in the left channel, the right channel plays different Morse: . . – . – – . .
So what does that mean?
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!