Author Archives: Ryan

Cragne Manor: An Anchorhead Tribute

We are halfway through 2018 but this is still technically the 20th anniversary of Michael Gentry’s Anchorhead. Close enough.

We would like to mark this occasion, pay tribute to one of our favorite games, and have a ton of fun by creating a sort of companion piece/homage/loving parody/grotesque imitation. When I say “we,” I mean all of us, en masse, including you.

I also mean Ryan Veeder and Jenni Polodna, the organizers of this project.

HERE’S HOW IT WORKS:

A strong female character wanders the halls of a decrepit mansion. Her husband is in danger. She has to help him. Each room into which she points her flickering flashlight teems with arcane danger and unspeakable history. Each room has been designed and written by a different author.

If you volunteer to participate, you’ll receive a prompt that goes something like this:

BOILER ROOM: A staircase leads up to the kitchen. The door to the southwest is locked. The rusty key is in here.

Then you’ll have about a month to make this room. You’ll do this by doing whatever the heck you want. Do you want to design a really nasty puzzle standing between the player and the rusty key? You should do that. Do you hate puzzles, so you want the key to just sit there on the floor? Definitely do that. Should there be a nameless horror from beyond space hanging out in the boiler room? No. Or, yes. It’s your call.

What if the details you implement contradict details written by somebody else for a different room? That’s okay. If it somehow renders the game unplayable we’ll figure something out.

What if the prose in your room is tonally or stylistically inconsistent with the prose in other rooms? Good grief I hope so. Otherwise why would we have a bunch of different people doing this?

I mean, this is an homage, so as you’re doing whatever the heck you want, you should do so within the context of Anchorhead-style cosmic horror. Or, if not within the context of, at least with an awareness of.

OKAY BUT SERIOUSLY HOW DOES THIS WORK:

The rooms you design will be stitched together by the organizers in Inform 7, and once we’ve made it work, we’ll unleash the monstrosity that results. That means the rooms themselves will be built in Inform 7.

If you don’t know from Inform 7 because you use some other authoring device or you’re not a programmer, you can still participate: If you draw up a detailed design document for your room with all the necessary prose, the organizers can translate it into I7 for you.

If you do work in Inform 7 you’ll be given a Compliance Sheet with a long list of Best Practices to ensure that your code can be plopped into the main project without breaking anything in anyone else’s rooms—while hopefully not constraining the content of your room, which, as I say, should consist of whatever the heck you want.

The organizers predict that, even if our Compliance Sheet is very well thought out, and even if every participant follows it exactly, combining all these hunks of code into a single working game may possibly turn out to be a nontrivial task. So expect that part of the process to take a while.

Speaking of time, here is our (still fairly malleable) schedule:

June 22 (Today): We are right now calling for your intent to participate. Email cragne@jennipolodna.com and commit to participating.

July 6 (2 weeks from today): This is the deadline for your intent to participate. When we know how many participants we have, we’ll draw up the game’s map and figure out who’s writing what. This might take a few days.

July 9 (A few days after that): You’ll receive your prompt. If you don’t think you can make it work—because you really hate boiler rooms, or something?—we’ll find you a different prompt.

July 13, 20, and 27: We’ll encourage you to submit a draft of your room each week leading up to the deadline. These check-ins aren’t mandatory, and we’re not necessarily expecting you to have anything presentable ready on the 13th. (I know I wouldn’t.) We do want multiple chances to look at your rooms while they’re in progress, though, so we can identify room-to-room conflicts (like two people both writing about “mud-slick galoshes”) and resolve them earlier rather than later.

August 3 (6 weeks from today): This is the deadline for your room. If you can get a couple people to beta test your room before this, that’s great. If you can’t, that’s fine. We want it to be amazing, but we’ll settle for it being playable.

August 31 (10 weeks from today): After a generously-proportioned period of futzing around, the organizers release the finished game—our finished game.

SO HERE’S WHAT YOU DO NOW:

Email cragne@jennipolodna.com and say “Yes, I want to contribute to a massive, ridiculous, collaborative tribute to Anchorhead, and I can get my room done before August 3, if you give me just under 4 weeks notice of what room I’m supposed to do.”

HOLD ON I HAVE TWO MORE THINGS:

Maybe you’re thinking, “Oh, golly, when Ryan and Jenni say ‘including you,’ I’m ever so sure they don’t really mean little old me.” Whoops! You are wrong. We need as many Anchorhead-heads as we can get to help us out. Remember how many rooms Anchorhead had? We want to have a ton of rooms.

Maybe you’re thinking, “Heck and dang! Ryan and Jenni announced this at the worst possible cussin’ time, because I’m a busy individual and don’t have four blasted weeks to make a good room!” Here’s the thing: You don’t have to craft a huge ridiculous room. You can write up a creepy hallway, add a couple moody details, and be finished in an hour. I wouldn’t actively encourage anybody to go small, but if you want to go small, or you need to go small, let us know, and we’ll assign you a little room. Something that’s on the way to something else. Your room’s smallness will magnify the bigness of what lies beyond. As long as that’s what you feel like doing.

TO REITERATE:

Email cragne@jennipolodna.com and let us know you want to contribute.

2018 MIT Mystery Hunt

In 2017, my MIT Mystery Hunt team, Death and Mayhem, found the Coin first. I wasn’t actually at MIT at the time. I was helping out as best I could from the great state of Iowa.

The horrible fate of each winning team is that they have to design the following year’s Hunt. For me this was a dream come true: I admired the Mystery Hunt from afar for years, and it was really exciting just to be on a competing team when I joined D&M in 2015. Over the course of 2017 I got to help make the MIT Mystery Hunt which feels like a fictional sentence even now.

Then MLK Day Weekend of 2018 appeared, and I went to Boston to help with Hunt operations in whatever way I could. That was the plan, anyway.

I must have caught something on the plane ride, which probably interacted with the incredible stress of the epic undertaking I had involved myself in, and I fell ill. I was out of commission for like 70% of the weekend. WHOOPS

So let’s get back to 2017: I got to contribute a whole bunch of different things to this Mystery Hunt, and I’m very proud of them, and now, four months later for some reason, I’m devoting a blog post to bragging about them.

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The Betsy Morrison Story

a Twitter novel
by Ryan Veeder
copyright Ryan Veeder MMXVII

The wind blew across the elementary school playground. It blew the orange leaves up against the wire fence. The leaves rustled.

Betsy Morrison wrote in her diary.

“I am a twelve-year-old girl,” she wrote, “the wisest creature upon Earth. I understand the languages of birds, the ebb and flow of the seasons, the past and the future and the space beyond time. Today is my birthday, and I am twelve years old.

“We went to Garbaggio’s Pizzeria for my birthday over the weekend because it was Uncle Boscoe’s birthday last week and we celebrated them at the same time but my REAL birthday is today,” Betsy continued to write, leaves swirling around her ankles, “and I am perfect among humans.”

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The Statue Got Me High: Annotated Source Code

I’ve annotated source text for several of my text adventures, to distribute to a certain tier of my Patreon supporters. One such Patreoneer told me that I should make some of the older annotations available publicly. Now, I’m not one to allow my Patreon supporters to boss me around—I’m an artist, and very passionate about my artistic integrity—but in this case the guy making the suggestion was Simon Carless, and him I do allow to boss me around.

So here is the annotated source code text of Simon’s favorite game, “The Statue Got Me High.” If you haven’t played this game, you should definitely give it a look before you wade into the source. It shouldn’t take more than an hour to play through.

“The Statue Got Me High,” written as part of a tribute to the They Might Be Giants album Apollo 18 in 2012, is I think the third game I ever released. The nuts and bolts of the implementation do not meet the high standards that I hold myself to as an Inform 7 developer in 2017. Some of the code is embarrassing. But if you’re interested in using Inform 7 to create text adventures, this should be a useful example to you—just, please, promise me you won’t learn too much.

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UNCOVERED: Crocodracula!

UPDATE OCTOBER 30: YOU CAN PLAY THIS GAME. But read below so you know what the deal is:

If you’re the right age then you definitely remember Crocodracula, the terrifying soap opera for kids from the early nineties. If you’re too old, or too young, or your parents (wisely???) prevented you from watching, the show was a lot like Land of the Lost, but in a kind of modern gothic horror mode instead of cavemen and dinosaurs. I’ve also heard it described as “Dark Shadows for tweens” but I don’t know how accurate that assessment is.

HOWEVER, even nineties kids don’t necessarily remember that there was at least one Crocodracula computer game, released by Taleframe in 1991. I say “at least one” because the title, “Crocodracula: What Happened to Calvin,” makes it sound like they were at least planning to release other games, possibly based on other episodes/story arcs from the show. It’s hard to tell. Crocodracula information is really hard to come by for some reason.

The point is, I now have a copy of this game.

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Halloween Zeen 2017

BEWARE: The new Halloween Zeen is out!

A lot of really cool people contributed a lot of really cool stuff to this year’s Zeen. Plus there is a board game that I didn’t do a very good job of designing. BUT THE OTHER STUFF IS RAD. CHECK IT OUT.

Luddites of Gich, Part 3

“It was those luddites,” Heldeb grumbled. “They’ve got themselves some new old-fashioned contraption. An impossibly loud one.”

These remarks were directed toward a nebrium-plated breakfast droid, which, detecting Heldeb’s frustration, extended two shiny pseudopods to rub his temples.

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Luddites of Gich, Part 2

By degrees the sunlight reached through an unprismed habi-dome window, illuminating an analog selenometer: Piv, waxing crescent; Hed, third quarter; Fewkalek, waxing gibbous. Then the sun shone on the edge of an old-fashioned bed, with old-fashioned Cadëxial silk sheets over an old-fashioned eidetic foam mattress. Tangled in the sheets were two old-fashioned data enthusiasts.

Radix awoke first.

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Luddites of Gich, Part 1

Vilt landed his ungraceful vessel with a veteran freighter’s careful hand, despite the relative worthlessness of his cargo. It was midnight on the planet Gich.

“Are we there yet?” squawked the cargo. It was a long-outmoded data entry robot, purchased on the interplanetary vintage robot exchange by a pair of Gichian luddite data enthusiasts. Its designation was ¶‡◊.

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