Category Archives: text adventures

Cragne Manor!

It took longer than we were expecting but it’s done!

CRAGNE MANOR, written by Adam Whybray, Adri, Andrew Plotkin, Andy Holloway, Austin Auclair, Baldur Brückner, Ben Collins-Sussman, Bill Maya, Brian Rushton, Buster Hudson, Caleb Wilson, Carl Muckenhoupt, Chandler Groover, Chris Jones, Christopher Conley, Damon L. Wakes, Daniel Ravipinto, Daniel Stelzer, David Jose, David Petrocco, David Sturgis, Drew Mochak, Edward B, Emily Short, Erica Newman, Feneric, Finn Rosenloev, Gary Butterfield, Gavin Inglis, Greg Frost, Hanon Ondricek, Harkness Munt, Harrison Gerard, Ian Holmes, Ivan Roth, Jack Welch, Jacqueline Ashwell, James Eagle, Jason Dyer, Jason Lautzenheiser, Jason Love, Jenni Polodna, Jeremy Freese, Joey Jones, JP, Justin de Vesine, Justin Melvin, Katherine Morayati, Kenneth Pedersen, Lane Puetz, Llew Mason, Lucian Smith, Marco Innocenti, Marius Müller, Mark Britton, Mark Sample, Marshal Tenner Winter, Matt Schneider, Matt Weiner, Matthew Korson, Michael Fessler, Michael Gentry, Michael Hilborn, Michael Lin, Mike Spivey, Molly Ying, Monique Padelis, Naomi Hinchen, Nate Edwards, Petter Sjölund, Q Pheevr, Rachel Spitler, Reed Lockwood, Reina Adair, Riff Conner, Roberto Colnaghi, Rowan Lipkovits, Ryan Veeder, Sam Kabo Ashwell, Scott Hammack, Sean M. Shore, Wade Clarke, Zach Hodgens, and Zack Johnson, is now available for you to play and enjoy/goggle at in abject horror. It is straight up bonkers.

“Organizing this project was quite the crazy trip for Jenni and me” is how I’d describe the experience if I entered some sort of Olympic Understatement Championship. Corralling all these authors and their many, many, many many wildly different rooms was an extremely nutbars undertaking. Many of the individual rooms, as you shall see, are fairly nutbars considered on their own. Taken as a whole, with everybody’s writing styles and puzzle implementations and ideas of what the weather in the game should be bouncing into each other, it’s—it’s—

I mean, just check out the game.

If you’re in the minority of humans who didn’t work on this game and it brings any joy into your life, make sure you extend your appreciation to the people listed above. They worked very hard, created some amazing stuff, and they deserve to know that their work affected you.

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 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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The Roscovian Palladium

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 TIME

🍂🐀🌕🎃🐍🚪🕷☠️👁‍🗨⚰

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!

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The Imitable Process of Ryan Veeder

or, “How to Write the Way I Write, in Inform 7”

Good afternoon. Possibly you would like 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.

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Some new stuff!

  1. I’ve got a new game for you about cavemen; it’s called Reference and Representation: And Approach to First-Order Semantics.
  2. I’ve got ANOTHER new game for you about a docent; it’s called An Evening at the Ransom Woodingdean Museum House.
  3. The above games were supported by nice people via Patreon.
  4. 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.