Richard and Larry Build a Time Machine

SpindleyQ's picture

So, for the past couple of months, I've been poking at the idea of interactive fiction without a parser. I had a grand idea, years ago, for a graphic adventure game with a comics-based interface. My idea is essentially that the entire story is always available at all times, and that you can make the protagonist do things, or, undo things, at any point in the story. I realized recently that I could bring many of the same ideas to text, which is much quicker to write than comics are to draw.

So I began to build it.

So today, I'm ready to release a little tech demo, for people who might be interested in such things. It doesn't even really demo the tech that well -- I don't use any world state, though the capability is there to do so, and there's not even any branching like Choose Your Own Adventure. The interface is still kind of rough; I definitely haven't worked out all the kinks in deciding when to show which options to the user. I don't even know whether I should be showing or hiding clickable words. (Right now they're hidden because that's the last thing I tried.) Basically, I'm still exploring the idea, but I'm interested in your comments.

Anyway, if you like, you can try it out and tell me what you think. Click on words that are clickable to get a menu of things you can do. Once you've seen everything in the game, maybe you'd be interested in peeking at the story's source code (not the engine's source code) to get a feel for what writing IF in this sort of system might be like.

Comments

SpindleyQ's picture

SPOILER ALERT

SPOILER ALERT: By far, most of the development time of this demo went into making causality be violated correctly. It would have been very simple to cheat for this little game, but I don't -- I actually branch the universe and make sure that the future event that causes the past event will happen before I allow the past event to occur. This was a bitch to implement. I'm not sure really what that says about my priorities?

Healy's picture

This is pretty cool, but it

This is pretty cool, but it would be greatly improved if the words you interacted with stood out in some way. Like say, if they were in italics or a different color or something.

SpindleyQ's picture

Alright, I commented out the

Alright, I commented out the CSS that was making the hyperlinks blend in with the regular text. I'm interested to hear your thoughts on the difference.

It was mostly that way because it was the last thing it occurred to me to try. It sort of feels a lot more like a traditional graphic adventure that way; it gives the author a chance to hide information, which is sometimes valuable. Also, when I initially hid the hyperlinks, I found a whole bunch of words that I had missed turning into clickable links.

snapman's picture

Keep the unmarked text, but

Keep the unmarked text, but add some javascript to make them glow when the mouse gets near them, even when not directly over them. Think of the difference between pixel hunting in standard adventure games, and the "head turns towards interaction point" from the Grime engine (Grim Fandango).

That way you still explore the text spatially, but at a lower resolution. You know which area of the text you want to investigate, but you don't know exactly which items are there until you look.

SpindleyQ's picture

Holy shit, I totally need to

Holy shit, I totally need to polish this up and submit this to the PAX East IF Demo Fair, don't I? March 6th deadline, don't let me forget.

Noyb's picture

Emily Short gave it a nice

Emily Short gave it a nice writeup on her blog:
http://emshort.wordpress.com/2011/03/19/if-demo-fair-themes-interface/

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