Monday, November 30, 2015

Christmas Explained, from A(dvent) to Z(oophagous)



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Happy St Andrew's Day from Scottish Miscellany!



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The Warhammer 40,000 Fifty Quick Reads eBundle



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vaporware: New optimizations coming in ZILF 0.8



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Cyber Monday Madness



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Advanced Fighting Fantasy 2 • Re: Another look at SKILL



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Advanced Fighting Fantasy 2 • Re: Another look at SKILL



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Advanced Fighting Fantasy 2 • Re: AFF for other Settings



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Advanced Fighting Fantasy 2 • Re: Another look at SKILL



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Advanced Fighting Fantasy 2 • Another look at SKILL



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Emily Short: November Link Assortment

Upcoming events: Boston, Dec 2: Purple Blurb at which Christian Bok will read from The Xenotext. Copenhagen, Dec 2-4: ICIDS conference meets, with keynotes by Chris Crawford and Paul Mulholland. This is an academic conference in digital storytelling that in … Continue reading


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Thought for the Day



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Sunday, November 29, 2015

小学校1年生から6年生までの平均身長/学年別

低身長について考える前に、まずは平均身長を調べるところから始めましょう。下記の図は文部科学省の「学校保健統計調査」より2015年調査結果から小学生のみ、男子・女子別、学年別にまとめた表になります。まずはお子さんの身長とどれくらいの差があるかを見てみてください。小学生「男子」の平均身長学年(年齢)平均身長小学校1年(6歳) 116cm小学校2年(7歳) 122cm小学校3年(8歳) 128cm小学校4年(9歳) 133cm小学校5年(10歳) 138cm小学校6年(11歳)145cm項目1項目2)★ -->小学生「女子」の平均身長学年(年齢)平均身長小学校1年(6歳) 115cm小学校2年(7歳) 121cm小学校3年(8歳) 127cm小学校4年(9歳) 133cm小学校5年(10歳) 140cm小学校6年(11歳)146cm項目1項目2)★ -->調査結果の概要から見ますと、前年(2014年)と比較して男子の身長は11才から14才の間で若干高く、10才までの間は若干低くなっているようです。上記はあくまで「小学生身長の平均値」にすぎませんが、比較する材料がなければ自分の子供の身長が高いのか?低いのか?の判断が付きません。平均身長と比較して著しく低い場合は何らかの対処が必要になる可能性が高いので、どのくらいの差があるのかは頭に入れておきましょう。

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Heated Moments by Phyllis Bourne

Hey, it's another funny, romantic, and adorable story from Phyllis Bourne!

The post Heated Moments by Phyllis Bourne appeared first on HOT SAUCE REVIEWS.



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The Warlock of Firetop Mountain - The Eleventh Hour!*



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Emily Short: IF Comp 2015 Guest Post: Janice M. Eisen on Brain Guzzlers from Beyond!

As part of the ongoing project to get new reviewers talking about IF Comp games, Janice M. Eisen has written about Brain Guzzlers from Beyond! Janice is a long-time player of parser IF who beta-tested for Infocom. “Brain Guzzlers from Beyond!” is a … Continue reading


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Saturday, November 28, 2015

Two Jewel-Eyed Idols



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The People's Republic of IF: December meetup

The Boston IF meetup for December will be Thursday, December 10, 6:30 pm, MIT room 14N-233.

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Lies, Damn Lies, And Logistics...



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Emily Short: A Conversation with Ruber Eaglenest about ZFiles

Z Files: Infection is a project currently being Kickstarted, an interactive comic book set in a zombie universe. I talked with Ruber Eaglenest, aka El Clerigo Urbatain, about the project, and how it works as an interactive comic, as interactive fiction, … Continue reading


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The Bite of Winter by Lauren Smith

After some build-up, the author quickly tosses in the sex scenes and calls for a wrap. Did she have a train to catch or something?

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Unnatural by Joanna Chambers

SENPAI, PLEASE BUTT-SEX ME! DON'T SAY NO BECAUSE YOU WILL DESTROY ME AND I WILL DIE WITHOUT FEELING YOUR BIG SALAMI CLENCHED BY MY STRETCHABLE SPANDEX BUNS!

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Kickstart your gamebook Christmas

Good ay, gamebookers! I’ve actually managed to get a few posts written this month (you will see them at some point) and I’m quite enjoying blogging again. I thought I’d swing by and tell you about three lovely gamebook kickstarters currently running. 6Quest – a game of interactive fiction 6Quest is a Hungarian game, but […]

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Kickstart your gamebook Christmas



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Friday, November 27, 2015

New Hosted Game! “Factions: Raids of the Divided” by Waseeq Mohammad

There’s a new game in our Hosted Games program ready for you to play! There have been news of recent raids across the land. Can you save Alfarid or will the factions succumb to discord? Factions: Raids of the Divided is the interactive epic fantasy adventure where your investigation skills matter. Waseeq developed this game using ChoiceScript, a simple programming language for writing multiple-choice interactive novels like these. Writing games with ChoiceScript is easy and fun, even for authors with no programming experience. Write your own game and we’ll publish it for you, giving you a share of the revenue

Continue Reading...



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Choice of Games: All of our games are 25% off or more in Steam’s Autumn Sale

All of our Steam apps are 25% off or more until December 1! We need your support to continue delivering our games on Steam. Our goal is to release our entire catalog of interactive novels on Steam. Based on the extraordinary performance of Choice of Robots and Champion of the Gods, both which made it onto Steam’s front page this year, Valve has allowed us to ship a handful of additional games. We’ll need to continue to deliver outstanding results to prove that interactive fiction can be successful on Steam. We’re asking all of our fans to follow us on

Continue Reading...



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Choice of Games: New Hosted Game! “Factions: Raids of the Divided” by Waseeq Mohammad

There’s a new game in our Hosted Games program ready for you to play! There have been news of recent raids across the land. Can you save Alfarid or will the factions succumb to discord? Factions: Raids of the Divided is the interactive epic fantasy adventure where your investigation skills matter. Waseeq developed this game using ChoiceScript, a simple programming language for writing multiple-choice interactive novels like these. Writing games with ChoiceScript is easy and fun, even for authors with no programming experience. Write your own game and we’ll publish it for you, giving you a share of the revenue

Continue Reading...



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Choice of Games: New Hosted Game! “A Study in Steampunk: Choice by Gaslight” by Heather Albano

There’s a new game in our Hosted Games program ready for you to play! Steam-powered mechs meet forbidden sorcery! Inspired by Sherlock Holmes, Dracula, Jekyll & Hyde, and Jack the Ripper, A Study in Steampunk: Choice by Gaslight is an epic 277,000-word interactive mystery novel by Heather Albano, co-author of “Choice of Broadsides,” “Choice of Zombies,” and “Choice of Romance: Affairs of the Court.” Your choices control the story. It’s entirely text-based–without graphics or sound effects–and fueled by the vast, unstoppable power of your imagination. It’s 25% off until December 1. The game is afoot! In a world of gaslit

Continue Reading...



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Advanced Fighting Fantasy 2 • Re: Life on Barsoom - AFF2 gazzetteer



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Black Snow Friday



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The Digital Antiquarian: The 68000 Wars, Part 4: Rock Lobster

In the years following Jack Tramiel’s departure, Commodore suffered from a severe leadership deficit. The succession of men who came and went from the company’s executive suites with dizzying regularity often meant well, were often likable enough in their way. Yet they were also weak-willed men who offered only timid, conventional ideas whilst living in […]

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A Treasure of Gold by Piper Huguley

There are lovely moments here, but the whole story doesn't come together as well as I'd have liked.

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The Quantum Burst Cortex is Melting! A Random Technobbable Table



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Resurrection Complication Tables



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Jack of all trades vs the one-trick pony



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Gamebook Friday: The Warlock of Firetop Mountain and Alice's Nightmare in Wonderland



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Thursday, November 26, 2015

The Demure Miss Manning by Amanda McCabe

This is almost a four-, maybe five-oogie read, only to sink into dire wretchedness in its second half. Oh, what a waste.

The post The Demure Miss Manning by Amanda McCabe appeared first on HOT SAUCE REVIEWS.



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Kiss the Earl by Gina Lamm

Obnoxious characters who act like imbeciles, very stupid plot, and annoying twatwaffles galore.

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Advanced Fighting Fantasy 2 • Re: Life on Barsoom - AFF2 gazzetteer



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Emily Short: Wunderverse

Wunderverse is not a game but an iPad adventure editor that lets you build your own stories. It comes with a few starter adventure chapters already written, though as far as I saw it didn’t look like any of them … Continue reading


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Advanced Fighting Fantasy 2 • Life on Barsoom - AFF2 gazzetteer



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What Does An Operations Officer Do?



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what will you do now?: Beware the Faerie Food You Eat

By Astrid Dalmady (Twine; IFDB; play online)You’ve heard that faerie, if you treat them right,...

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Steampunk Thursday: Alice's Nightmare in Wonderland



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Making a list, checking it twice



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Wednesday, November 25, 2015

De Profundis



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Emily Short: IF Comp 2015 Guest Post: Susan Patrick on Capsule II

This post is part of an ongoing project to bring more voices to the IF Comp conversation. I have been reaching out to players and authors who aren’t part of the intfiction community, and also to some veteran intfiction denizens … Continue reading


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RPG – Mazes and Minotaurs

I love Mazes and Minotaurs, the Ancient Greek themed RPG started all the way back in 1972. I get a warm sense of nostalgia when I read books like this – the font, the artwork, the way that some of the rules are a bit loose and unrealistic, or, in some cases, state that  they […]

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RPG – Mazes and Minotaurs

I love Mazes and Minotaurs, the Ancient Greek themed RPG started all the way back in 1972. I get a warm sense of nostalgia when I read books like this – the font, the artwork, the way that some of the rules are a bit loose and unrealistic, or, in some cases, state that  they […]

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RPG - Mazes and Minotaurs



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Suddenly, A Spin-Off...



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what will you do now?: All Alone

By Ian Finley (2000) (Parser; IFDB) (This game is 15 years old!)You’re alone in Harvey’s...

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Tuesday, November 24, 2015

IFComp News: 2015: A great year for the IFComp

The 21st Annual Interactive Fiction Competition ended last week, with Steph Cherrywell’s Brain Guzzlers from Beyond! leading a pack of truly excellent and diverse work from dozens of authors. Judges submitted 206 ballots (each rating five or more games), neatly meeting my hopes to see the comp exceed 199 judges for the first time ever within a single year.

More than one critic named 2015 the greatest year for the IFComp since its inception in 1995. I wish to avoid setting any official high-water marks for myself or future IFComp organizers, but I will absolutely acknowledge the tremendous quality of this year’s entrants. The hundreds of judges agreed, with submitted ratings almost half a point higher than last year’s, on average.

I overheard a lot of people making statements to the tune of “Gee, I thought this game I liked [or wrote] would rank higher.” I dare say that makes the understandable mistake of reading an entry’s final rank as an objective score, when in fact it’s an entirely relative position, the spot where it happened to end up when forced into a single-file line comprising many titles worth playing. While always true with the IFComp, I predict that this year in particular has given the world not just a few medal-winners but a long list of fantastic new work, one that folks will continue to play and discuss for years to come.

Some trivia about this year’s entries:

  • This is the third year running that a horror-themed game built with Inform took first place (and the second year for a comedy/horror blend, specifically, to do so). Not to suggest that the B-movie pastiche of Brain Guzzlers shares much topically with the Lovecraftian slacker-saga of Hunger Daemon or the unsettlingly alien perspective of Coloratura, of course.

  • For the second year in a row, the top Twine-based game – Brendan Patrick Hennesy’s Birdland, fourth place in 2015 – has placed one slot higher than than the previous year’s top Twine entry, making for the highest rank that any Twine-built entry has so far earned in the competition.

  • The fifth-place winner, Bruno Dias’s Cape, represents the IFComp debut of a game built with Raconteur. This is that author’s own open-source abstraction upon Undum, aiming to make that IF authoring system friendlier to create with.

  • I wish to extend special recognition to Marco Vallarino’s Darkiss - Chapter 1 and Hugo Labrande’s Life on Mars? – winners of 12th and 13th place, this year – as the first two IFComp entries to take advantage of last year’s rule change allowing for new translations of previously released games. These two entries originated from the Italian and French IF communities, respectively, and arrived at the 2015 IFComp translated by their own original authors.

    I very much hope that this becomes another year-after-year trend.

  • Twenty-first place may not seem like an impressive number by itself, but I know for a fact that a big chunk of internet just loved Arthur DiBianca’s Grandma Bethlinda’s Variety Box, discovering the game by way of several blogs and excitedly trading hints in their attached comment sections. I believe that, for the most part, these players neither knew nor cared about the game’s context within a competition.

    These folks had so much fun that I had to spend an hour or two mid-comp furiously reconfiguring my server, as their constant play (with every move generating more automatically logged transcript entries) began to paralyze the IFComp’s web and database servers – which is how I became cognizant of the above facts.

    I have to assume that, if one ultimately middle-of-the-pack game accidentally revealed how much attention and affection it received from the wider internet, then the same could likely be said for much of the whole 53-game field. And I have no problem at all with this notion.

A few parting links:



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Interactivity in Narrative Pt. 2



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Lost legacy - Star Wars Battlefront

I always thought I would be a hero in the Star Wars Universe. DICE obviously had other ideas. They don’t care about my generation, you know, those who actually grew up with the movies, bought the original figures, pyjamas and light sabres. No, we are the forsaken – to be cast aside for the new generation of CoD players who blaze their trail in pain, unmissable bullets and ‘leet’ ness that we are all meant to praise.

I don’t do game reviews on this site, normally at least, but there are times when you just have to speak out against the games industry and their dogged and backward thinking. You see, Star Wars Battlefront should be aimed at me. I play games. I live and breathe them. And as a forty something I probably have more connection with the Star Wars material and original toys than half the DICE developers could ever dream of. I was 7 when I first saw Star Wars and from then on I was hooked. Star Wars was my life and inspiration.  

So it comes as some surprise, when SW: Battlefront is marketing itself to people like me, as a casual friendly shooter. Oh no, my friends. Do not be fooled. This is just Call of Duty with a rather nice Star Wars makeover. I won’t deny that the makeover is superb – it draws you in and overpowers you with nostalgia, but it comes with a bitter ‘dark side’ twist.

You see, the very people who would love this game and who, it would appear the ‘mass market advertising’ is aiming directly at, are the real losers in this new rebellion of gaming. I like to think of myself as an ‘ok’ gamer. Hell, I have been playing since the days of the Atari 2600.  But when I came to Star Wars: Battlefront – yeah, I knew there may be a learning curve – but not one that serves you constant insta-death repeatedly when you dare to take on the unwashed masses.

I practise. I get you, DICE – you want us to learn and get better. And this is Star Wars. I love Star Wars so I will suck up your poor solo missions to perfect my art. And I have done that. But as I throw myself into the multiplayer fray I meet that brutal wall that I experience with all MP games – the soul destroying wall of gamers that seem to be injected with preternatural reflexes and skills. I can deal with that, to an extent,  and I try and learn. I may even, on occasion beat some of these 12 year olds and get my name near the top of the league tables, but is it fun? Is it fun when I am fending off death every second and more than likely getting sniped, taken down or just obliterated every minute or less? Am I supposed to find determination from such loss to drag myself back into the fray, or am I meant – as it sometimes feels like – to rage quit and bow down to those who have more patience than myself. (Bear in mind I have spent over 50 hours in the game.)

My problem is this. Modern games seem to be leaning towards the MP angle and their SP content is appalling at best. Star Wars is a phenomenon for the masses – we all love and breathe the universe. But for some reason DICE decided to make a punishing Call of Duty game for the elite squad of trigger squeezers (albeit one that has been  dumbed down) instead of thinking about those gamers who truly grew up with Star Wars from the start and would desire an experience that doesn’t involve being headshot by KillZONEZXXXX in the first few seconds of spawning.

Maybe I am getting too old for gaming. Maybe DICE is saying – sorry, all our DLC and season pass stuff is not for you, we are catering for the 20% of gamers that are unemployed or have twitter accounts, and play 24/7. You are just a lost legacy. Like Han Solo, Luke and Leia Organa. It is time you made way for the new generation… but it is a bitter pill to swallow.

I still play the game obsessively, because I fool myself that I can get better. But my averages are poor and the skills of my opponents leave me frustrated and reeling. The Battle of Jakku content is incoming and I imagine that it will be a visual explosion of excitement, but perhaps I’m learning that such spectacle is best left to the imagination and not to people such as KillZONEZXXXX who will dodge your bullets, matrix style, then make you eat laser.

Game over.

Perhaps for the franchise. We will see.

But the point of this – DICE and game developers, remember us oldies and casuals. Those who have played every Star Wars interactive iteration, from endless runs on that vector-based Death Star to stunning battles in X-Wing Vs TIE Fighter, we know that universe and we know how to play it. And idiots like KillZONEZXXXX were probably never a part of that or even care about it.

A fellow gamer puts it in more eloquent words than I ever could…

http://ift.tt/1PNn2G8

May the force find us once again…

M



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Future DT&T Projects

I’d just like you all to know that I haven’t stopped working on things for DT&T.  Neither has  Steve Crompton. Goblin Lake, revised, expanded, first English reprinting since 1977 or so, has gone tot he printer, and I’ve turned in […]Continue reading «Future DT&T Projects»

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Stuff About Stuff: The Problems Compound postmortem, part 3: what was it about?



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Stuff About Stuff: The Problems Compound postmortem, part 2: testing



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A Christmas Kiss by Celeste O Norfleet, Regina Hart, and Deborah Fletcher Mello

If you really must read this thing, do it in the bookstore or just wait until it's heavily discounted at the Kindle store.

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what will you do now?: Akkoteaque

By Anthony Casteel (Parser-based; IFDB)(Cover art: red and white lighthouse against a purplish...

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Monday, November 23, 2015

The Gameshelf: IF: 4000 pages of Infocom documents



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Happy 52nd Birthday, Doctor Who!



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My Complete and Utter Colonial Gothic Bibliography

Are you a fan of black-powder fantasy? Do you enjoy the backstories of movies and TV shows like Sleepy Hollow and National Treasure? Do you prefer Joseph Curwen and Keziah Mason to Randolph Carter and Charles Dexter Ward? If so, you might like Colonial Gothic. I haven’t worked on tabletop roleplaying games much over the […]

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what will you do now?: Beautiful Dreamer

By S. Woodson. (Twine; IFDB; play here)(Cover art: black and white ink? drawing of a pagoda-like...

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Renga in Blue: Sub Rosa: Finishing

By Joey Jones and Melvin Rangasamy. Now finished, using several hints. (Continued from previous post) From where I left off I had some pure puzzle solving to do. I had a pretty strong determination to avoid hints but after 7 hours (including an hour and a half of pure flailing) I broke down and checked, […]


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Sub Rosa: Finishing

By Joey Jones and Melvin Rangasamy. Now finished, using several hints. (Continued from previous post) From where I left off I had some pure puzzle solving to do. I had a pretty strong determination to avoid hints but after 7 hours (including an hour and a half of pure flailing) I broke down and checked, […]

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Golem Gauntlet

"I see you begin to understand... I found that I was capable of transferring the human consciousness directly into another form. I needed a subject - I need to know how much you can mentally endure before becoming insane." Seething with rage, you reach for Tey but pause as you see your outstretched arms. Your limbs, and apparently the rest of your body, now seem to be composed of clay. Imprisoned in a Clay Golem!

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Thought for the Day



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Sunday, November 22, 2015

Greasepaint by David C Hayes

Evil clowns are always adorable, but this one lacks that special kind of creep factor to make it memorable.

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ADRIFT News: 5.0.34 out now



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what will you do now?: Ashes

By Glass Rat Media (Twine; IFDB; download from here)(Cover art: looming wood cabin; ASHES in bright...

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Dangerous Match by Alyssa Stevens

The silly instant-werewolf-sex-and-bond thing, sorry, romance ruins everything.

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His Most Wanted by Sandra Jones

This story ends up being a little too neat and tidy for its own good.

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Saturday, November 21, 2015

Emily Short: IF Comp 2015 Guest Post: JJ Gadd on Crossroads

This post is part of an ongoing project to bring more voices to the IF Comp conversation. I have been reaching out to players and authors who aren’t part of the intfiction community, and also to some veteran intfiction denizens … Continue reading


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Renga in Blue: imaginary games from imaginary universes

Phase 1: Write a set of reviews for five games that do not and possibly cannot exist in our universe. Send the list to my email (here) by December 13th, midnight EST. Phase 2: You will receive a randomized list of five imaginary games created by other participants in the jam. You are to pick […]


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imaginary games from imaginary universes

Phase 1: Write a set of reviews for five games that do not and possibly cannot exist in our universe. Send the list to my email (here) by December 13th, midnight EST. Phase 2: You will receive a randomized list of five imaginary games created by other participants in the jam. You are to pick […]

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Short Story Saturday: The Sssentence isss Death...



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In From the Cold by Meg Adams

Good women must love kids, take care of the man's things, blah blah, while bad women hate kids, love money, and like to party. Same old stuff.

The post In From the Cold by Meg Adams appeared first on HOT SAUCE REVIEWS.



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Friday, November 20, 2015

Interactivity in Narrative Pt. 1



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Far Far Futures: Sub Rosa Retrospective – Mistakes & Missed Opportunities

This is the fifth and final post on the making of Sub Rosa, which placed 6th in the 2015 Interactive …

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Emily Short: Problem Attic (Liz Ryerson)

At the PRACTICE conference last weekend, I talked over lunch with some fellow attendees about the fact that understanding games as art requires something from the players, something that the culture of games has only weakly and occasionally embraced. Specifically, if … Continue reading


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The Digital Antiquarian: Cliff Johnson’s Fool’s Errand

One sunny day, a light-hearted fool strolled along a hilly path, whistling a merry tune. A long wooden pole was slung over his shoulder and attached to it was a cloth bundle which carried his life’s possessions. “What a marvelous afternoon!” he exclaimed to no one in particular, pausing to appreciate the lovely countryside. Soon […]

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Gamebook Friday: Alice's Nightmare in Wonderland



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Vivian Stanshall and the Telstars



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Thursday, November 19, 2015

Sibyl Moon Games: NaNoGenMo and Text Encoding

Before anything else, a little housekeeping:

Rainbow.I’m back from the Hawaii honeymoon! Here’s a picture of far too many rainbows. We also have a picture of far too many dolphins. Hawaii was like that. (It was sort of like visiting a … Keep reading



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Emily Short: IF for the Lengthening Nights: Beautiful Dreamer (S. Woodson); Witches and Wardrobes (Anna Anthropy); Winter Storm Draco (Ryan Veeder)

Late fall hasn’t always been the greatest time for me. Like a lot of people, I’m responsive to the amount of sun in my life; on top of that, when I was a junior academic, that was the point at … Continue reading


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Renga in Blue: IFComp 2015: Sub Rosa: 5 out of 7 points

By Joey Jones and Melvin Rangasamy. Not yet finished. No hints/walthrough used. So while Sub Rosa was entered in a competition where playtime is intended to be 2 hours or less, I could tell I was going to exceed that and I decided it was worth it to treat the game as a whole rather […]


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IFComp 2015: Sub Rosa: 5 out of 7 points

By Joey Jones and Melvin Rangasamy. Not yet finished. No hints/walkthrough used.   So while Sub Rosa was entered in a competition where playtime is intended to be 2 hours or less, when I could tell I was going to exceed that and I decided it was worth it to treat the game as a […]

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sub-Q Magazine: Author Interview: Adam Cadre

Adam Cadre is responsible for the stuff at adamcadre.ac, which includes interactive and conventional fiction, the Lyttle Lytton Contest, online comics, podcasts, music, essays on various topics, and he believes there is a picture of Scooby-Doo dunking a basketball in there somewhere. This interview was conducted by email in November 2015. Devi Acharya: How did you […]

The post Author Interview: Adam Cadre appeared first on sub-Q Magazine.



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Far Far Futures: Sub Rosa Retrospective – Setting

This is the fourth of five posts on how Sub Rosa came to be made. This time I’ll be talking …

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Final Girl (2015)

How timely, this is a movie featuring two people in current TV shows from producer Ryan Murphy, reminding you as to how bad they are at acting.

The post Final Girl (2015) appeared first on HOT SAUCE REVIEWS.



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Emily Short: Sleep No More (Punchdrunk)

Sleep No More is an immersive theatre and dance production based on Macbeth that has been running in New York for a number of years. Recently they extended their run to include a time I was actually going to be … Continue reading


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Marriage of Mercy by Carla Kelly

A TBR Challenge 2015 review. So sweet, yet so much feels.

The post Marriage of Mercy by Carla Kelly appeared first on HOT SAUCE REVIEWS.



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Wednesday, November 18, 2015

Lady Emily’s Exotic Journey by Lillian Marek

Exotic? No such thing here. The cake, and everything else, is a lie.

The post Lady Emily’s Exotic Journey by Lillian Marek appeared first on HOT SAUCE REVIEWS.



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Segue: IFComp post-comp discussion this Saturday

I’m trying something new: this Saturday, I’m organising a live post-IFComp discussion on Euphoria. It’s supposed to take place on Saturday, November 21st, 4PM EST/9PM UTC (Or if you like ISO time, 2015-11-21T21:00:00-00:00). We’ll be talking about the comp’s games, organisation, past and future.

Euphoria is a new platform for chat rooms that, unlike Slack and other new solutions in that area, are designed for social conversation rather than team collaboration. It’s accessible, fun, and designed so that multiple conversations can happen in the same space without trampling one another, using threading; I’m really exciting about it, and hopefully this is just the start of using the new &if space for the interactive fiction community.



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How Can You Still Be Living?



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Advanced Fighting Fantasy 2 • Online games



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Far Far Futures: Sub Rosa Retrospective – Cut Content

This is the third post in the Sub Rosa retrospective. You can see the previous two posts here and here. …

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Tuesday, November 17, 2015

Goblin Mercantile Exchange: post-comp post-mortem on Unbeknown

So I entered a game into this year’s Interactive Fiction Competition, something that I had done in 3 previous years…

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The Outgribe: Inform 6 library for Vorple now available

Hugo Labrande has translated the Inform 7 Vorple library into Inform 6. The library uses the same web interpreter and offers the same functionality as the Inform 7 extensions, which means that Vorple’s full capacity is now available for Inform 6 authors. The Inform 6 library can now be downloaded from the web site.

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Segue: Eleven Statements About Cape

This isn’t quite a postmortem; it’s more a set of responses and observations about Cape.

One

The first commit on Cape, then codenamed “yearone”, was pushed on May 16th. The last one before the Comp was pushed on September 27th. There was a significant break in the middle of that dev period, while I worked on Prospero.

Two

The violence in Cape was very deliberately designed to not be what I might call “Batman violence”; the conceit that Batman can kick people in the head all day and never give anyone permanent brain damage. I wanted to talk about violence and confront violence in a more frank way than video games (and media in general) usually do. Violence is usually either a gleeful wish-fulfilment exercise, or horrific beyond contemplation. I wanted to return ambiguity to that.

Three

Probably the most criticised aspect of Cape is the fact that it has a villain. I did kind of see that coming, but I don’t think I ever really had a good solution.

It felt strange to many, I think, that a relatively realistic, socially conscious take on superheroes would maintain the trope of the evil mastermind behind every societal ill. But I don’t really think I did that; Wysham is never meant as the root cause of everything wrong with Yeats. Maybe that was never sufficiently clear.

More to the point, though, I think we’re locked into a worldview that believes so strongly in the primacy of social forces that we disregard even those individuals that have overt, privileged power. We apply similar standards of blame and responsibility to the people who benefit enormously from oppressive systems that we apply to victims of those systems. I don’t think that’s productive.

So that’s kind of where Wysham comes from: a desire to rescue the idea that, for all the consciousness-raising and bottom-up change you try to promote, sometimes it’s worthwhile punching the Lex Luthors of the world in the face. Even if it doesn’t accomplish everything you hoped.

I’m not sure if I failed to be loud enough, or if this is just a difference of perspective that couldn’t necessarily be bridged by writing the game differently.

Four

Cape’s visual style is meant to evoke the halftone patterns used in 20th century printing, which of course are a prominent feature in the cheap, blown-up printing used in Silver Age superhero comics. The burnt orange colour scheme was around for a long time, though the specifics changed quite a bit.

Five

The newspaper clippings were originally going to feature much more prominently in the story; in the end, however, the focus of Cape ended up being much tighter and more compact. The game always opened on a newspaper clipping, though it was originally something much more innocuous.

Six

The description of Cape’s setting as dystopic is kind of interesting. It clearly is; but there’s nothing overtly 1984 about it. Yes, the police is using new technologies to surveil people, but it’s not really that different from the CCTV systems that already exist. And at no point do I imply that the full liberal-democratic apparatus of justice isn’t still chugging along in its horrendously imperfect way. Yeats is designed to feel too close to home; not much of the feedback I got remarked on that, so I’m not sure how much that worked.

In many ways, of course, Yeats is doing better than the rest of the world; hidden in one of the game’s branches is a set of descriptions of how each of the possible player character countries of origin is doing (spoilers: not well).

Seven

Cape runs to about 30,000 words of unique text, which is a lot more than anything else I’ve written. It’s sort of a stress test for Raconteur, and while it prompted some changes to Raconteur itself (and highlighted some issues with Undum itself), it does demonstrate that Raconteur can scale to longer stories.

Eight

I’m very interested in the use of text transformations and hypertext for semantic or pacing effect; I wish I had the time to incorporate more of it into Cape. Though Cape is a bit over the threshold for dynamic fiction (with multiple endings and some ability to influence the plot), it has a lot of affinity with that form.

Of course, that wouldn’t stop the people who think that kind of interaction doesn’t count and are trigger-happy with the “not interactive enough” stamp.

Nine

In the endnotes for Counterfeit Monkey, Emily Short writes:

I started working in earnest on this game in 2008. Since that time, the US has undergone two presidential elections; for months, the Occupy Seattle protests filled a city block just a short stroll from my apartment; and the successes and failures of the Arab Spring were constantly in the news. These experiences introduced more serious themes into what was initially a purely silly game.

The Greek crisis was a miniature version of that for Cape. A lot of anger at those events made its way into Cape; I’m not quite sure, yet, whether that makes it better.

Ten

A lot of thoughtful people wrote invaluable reviews of IF Comp games, something that I appreciate enormously. The level of feedback I got was priceless, and I only wish I could have engaged with it in a more timely fashion. One of the best things about the IF community remains the level of discourse about IF. It sure as hell beats the mainstream games media.

Eleven

Cape had a small but dedicated testing team that helped me catch a lot of things that shouldn’t have made it to the final game.

As usual, my comment section is actually Twitter. And now you can also find me on the Euphoria chat I set up for IF folks to discuss things.



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Librojuegos: Saya no Uta, by @nitroplus_staff and @jastusa

Read more“Saya no Uta” (“Song of Saya“), is an horror visual novel written by Gen Urobuchi and published in Japan by Nitroplus in 2003. Later, in 2009, a fan translation patch was made, and in 2013 the official english version was released by JAST USA, using an improved version of the original translation. In interactive literature,... ()


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CYP#4: Hefty Complete!

Three for three! Hefty’ story is complete. This is by far the fastest storyline I’ve written. I’m thinking that’s a good thing too. Your (second) favorite zombie-slaying redneck is ready for you to take a walk through the wastelands in his shoes! Up next? Tyberius.

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Dark Osprey: Systemless Game Settings, Cheap but Deep

  I’ve been writing for Osprey Publishing’s Dark Osprey line for a little while now: I have two titles published and a third on the way. It is an interesting line, full of books that blend history, fiction, and conspiracy theory to produce well-researched works gamers will love: exactly what you would expect, in fact, […]

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Shattered by Cynthia Eden

Good lord, how did this one crawl out from the Kindle Unlimited new adult ghetto?

The post Shattered by Cynthia Eden appeared first on HOT SAUCE REVIEWS.



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Far Far Futures: Sub Rosa Retrospective – Puzzles

Yesterday I began the retrospective on Sub Rosa. Today I’m getting to the fun stuff and discussing the puzzles that …

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Rez and the Blue Bird



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Emily Short: Dynamic Fiction via Some Examples

“Dynamic fiction” is a term suggested by Caelyn Sandel some months ago to describe her work, especially but not limited to her serial story Bloom. As I understand it (and I hope I’m not misrepresenting too much here), the term … Continue reading


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Monday, November 16, 2015

Librojuegos: ZFiles: Infection – Comic, gamebook and interactive fiction

Read moreA Kickstarter for a new spanish digital gamebook has recently been created. Or, instead of “gamebook”, this time we could speak of an interactive comic, with a really good looking graphic style reminiscent of Mike Mignola (Hellboy). An 18 year old guy in his last year of high school suddenly wakes up to a zombie... ()


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Librojuegos: Eczema Angel Orifice, by @slimedaughter

Read morePorpentine is a video game designer and writer, better known as a developer of hypertext games made with Twine. In her website, she describes herself as “a fem organism in oakland who makes everything“. In this article I am going to briefly describe four of the works that comprise “Eczema Angel Orifice“, a compilation of twenty... ()


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Librojuegos: “Asuria Awakens”, by @TinManGames

Read more“Asuria Awakens” is the last offering in the Gamebook Adventure series by Tin Man Games. Written by the well known gamebook blogger Stuart Lloyd and beautifully illustrated by Tony Hough, it tells the story of an investigator from Orlandes city hired by the Grand Duke to investigate the whereabouts of an emissary in the remote... ()


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Librojuegos: Lords of Nurroth by @TinManGames

Read more«Lords of Nurroth», by the Australian publisher Tin Man Games, written by Dylan Birtolo and wonderfully illustrated by Simon Lissaman, is the latest offering in their «Gamebook Adventures» series, set in the world of Orlandes. In it, we take the role of a thief stealing an important document for a mysterious member of one of... ()


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Librojuegos: The 8th Continent, by Patrick Garrett

Read moreThe 8th Continent, a gamebook app programmed by Ben Garrett, written by Patrick Garret and illustrated by Kate and Ben Garrett (this is one creative family!) tells the story of Morgan, a teenager who has to survive and find his family after a super-eruption destroyed the world as we know it. A post-apocalyptic adventure gamebook,... ()


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Inkle: 80 DAYS is here!

Time to Set Sail!

We're popping champagne corks and tossing our top hats into the air here at inkle HQ - because 80 Days is out right now for PC and Mac on Steam.


A year in the making, this is the original, award-winning mobile game, rebuilt from the ground up for desktops. With a streamlined user-interface, bigger and brighter visuals, this is the ultimate 80 Days experience.

We've added thirty new cities and 150k words of new content. We've opened up Canada, North and South America, as well as adding a few pitstops along the way - Port Moresby, Pitcairn Island; Zurich, Meteora Valley and Tunis...

Around the World, In Your Lunchtime

There are smaller tweaks too - for instance, background play: if the original 80 Days was good for curling up with on the sofa and going on an adventure, we've built this version to be played in a window, so you can travel around the world while you work. (And to ensure you don't miss anything, the clock will automatically pause when you're in another window.)

Of course, you can still play full-screen for an immersive experience as well.



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Inkle: New adventures in 80 DAYS!

Unexplored areas

When we released 80 DAYS last year, it was something special for us, but we didn't expect people to take it into their hearts the way they did. But we also knew we weren't quite finished with the game, either. There were still more adventures to tell and more places to explore.

image

Last Christmas, when we brought the game to Android, we indulged ourselves a little by including a new journey - a perilous, possibly even fatal trip to through the Arctic to the North Pole itself.

Over thirty new cities

Now, to celebrate the PC and Mac editions coming on the 29th September, we've added a huge new update - so big we've been calling it internally "Season 2".

If you want to embark on new adventures without spoilers look away now! Otherwise, here are a few juicy details about what's coming up.


Free on all platforms, this update brings the total number of cities to 169, and opens up North America, Canada, South America for full exploration, as well as adding new highlights along the way - the clockwork city of Zurich, the tiny settlement of Pitcairn Island, the monasteries of Meteora Valley and a dark night in Machu Picchu (and props if you can find that one, by the way).

 Major new storylines!

The update also adds one huge new plot-line, which sees Passepartout falling prey to Europe's most notorious international jewel-thief, the Black Rose. Is she friend or foe? What is her interest in the valet and his master? And will she be able to discover the Artificer's greatest secret?

“I have learned that the wealth of the Artificers has grown beyond what they might keep in the banks of any one nation without paying large sums of taxes. So they have begun, in secret, to store it away in a vault of their own devising.” - The Black Rose

But who is she, really?

 More Extraordinary Voyages

We've also returned to Verne for more inspiration: most notably, somewhere in the world, a certain Verne hero is preparing a ballistic rocket, ready to fire himself into the sky...

image

“Hold on. I dare say this will be somewhat more dramatic than last time!” - Michel Ardan

And that's not all...

Deputise for a corrupt Sheriff, play poker with a billionaire, go over Niagara Falls, rekindle a lost romance, discover Port Moresby (to the surprise of its inhabitants) and soar skywards with the curious Levitating Atheists of Valaam.

Hundreds of new people to meet, with secrets, hopes, dreams and grievances to discover.

“It is too refreshing to be anonymous for a few minutes, out here above the world.” - 'Lalla'

80 DAYS isn't a game about endings, but there are a few more of those to be found: two in particular, we think, are destined to be real crowd-pleasers...

The new release brings the game's total word count to nearly 750,000 words, longer than the first five Harry Potter novels combined. It's also pushing our inklewriter engine to its limits.

“I suppose that's the real truth. We are all connected by a hundred untaken journeys.” - The Lady Aodha

This is, we think, the definitive edition of 80 DAYS, and it'll available to play in just two weeks time. We couldn't be more excited. And if you're looking forward, do stop by the Steam Store's community page and let us know!



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Inkle: 80 DAYS is coming to PC and Mac on Sep 29th

A whole new world

We're excited to finally announce what we've been up to for the last year, in the background, here at inkle HQ. In collaboration with Cambridge-based studio Cape Guy, we've rebuilt 80 DAYS from the ground up in Unity, for PC and Mac. And it'll be out on Steam, GoG and Humble at the end on September 29th, priced at $9.99.

A bigger adventure than ever before

To celebrate the release, we've included a massive content update, adding thirty new cities, over 150k words, and two major new world-spanning plotlines. Love, betrayal, thievery, murder, poker and piracy await! (UPDATE: Read more here!)

image

We go into a bit more detail in this interview here on Macworld.

About the port

The desktop versions are being built in Unity, with the bulk of the work done by Cape Guy, a new indie studio founded by ex-Rocksteady developer Ben Nicholson. Ben approached us to take the game on, and quickly impressed us with his credentials as a developer (if you want to know what he did on the Batman games, for instance, take a look at the company name and guess - Ben wrote the original physics code for Batman's cape in Arkham Asylum.)

We've been building in Unity 5, and leaning heavily on the new UI canvas system, with some of our features - such as the gently animated text reveal - really putting it through its paces.

We've also been making use of the graphical capabilities to produce some fancy new colour and shading effects, including a day/night cycle that moves across the surface of the globe.

The new version is prettier than ever!



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Inkle: Strike up the band!

Update: Laurence has written a bit about the new work on his own blog - along with an early preview of the theme for Sorcery! 2!

image

We've got a little treat coming for Sorcery! 3 players soon - a new recording of the epic theme tune, by composer Laurence Chapman, and recorded by a live orchestra.

The recording came about thanks to the $99 Orchestra, a Kickstarted-orchestra dedicated to making high-quality live recordings for use by, well, whoever!

We've been so pleased with the results we're looking forward to using them again on two new pieces of music - firstly, the theme for the final Sorcery! instalment (coming soon - and no, sorry, we don't know when!) - but we're also going back to create something new for Sorcery! 2.

Here's Laurence hard at work composing more Sorcery!

image

image

We're looking forward to the results!



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Inkle: Sorcery! 3's final secret is solved!

image

It's taken six weeks, but it's finally been cracked!

When we released Sorcery! 3: The Seven Serpents in late April, we teased on this forum (warning: major SPOILERS on that thread!) that the game had one ultimate secret: an ending that was totally fair, but almost impossibly difficult to find. An ending so hidden, in fact, that we hadn't managed to do it ourselves.

Normally, on the internet, "difficult" means "solved today" and "secret" means "solved tomorrow", but this one has kept the posters on Touch Arcade busy for over a month, and has been repeatedly declared impossible.

NBAS - No Beacons All Serpents

The goal is to complete the game, killing all seven, but without using any of the "beacons of time". Yes, that means, getting across the ravines, gullies, and mountain ranges, all without the power to alter the landscape. It also means defeating that Serpent. And yes, it seems, it can be done. (We thought so!)

There's now a full walk-through on the forum, so if you want to play the game unspoiled, then you've been warned...

Other Records

While people have been Serpent-slaying, other players are still working on 80 Days, and Phileas Fogg fans will be pleased - or appalled! - to hear the world record has been smashed to a mere 28 days. The previous best of 30 lasted for a good six months.

Speaking of Secrets

...We're keeping one. No, we're keeping it. For now. More, soon.



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Far Far Futures: Sub Rosa Retrospective – Plans & Work Flow

Today and over the next few days, I’ll be publishing an overview of how Sub Rosa came to be. I’ll …

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Thought for the Day



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Sunday, November 15, 2015

Stuff About Stuff: Problems Compound postmortem part 1



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Renga in Blue: IFComp 2015 Summary

I am not 100% done with reviews, but Sub Rosa and The Problems Compound need a lot of time to play and I’m going to give them the full rather than the restricted-to-2-hours treatment. Watch for them later this week. Here’s the rest, though, with links to all my reviews. A star (*) indicates a […]


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