Categories
Enjoyed Reflected

The Baron Breaks Free

A week from today marks the day I officially left Freeverse Software and moved into my current position at Weill Medical College.

During my tenure at Freeverse (which somehow lasted nearly five years), I had the chance to work on a [lot](http://www.freeverse.com/bms/) [of](http://www.freeverse.com/tsg/) [games](http://www.freeverse.com/squabble/) that I was proud to say I took part in the production of, even if my roles were nebulous and ill-defined.

But the one game I always held dearest to my heart was Wingnuts 2. The sequel to the first really notable commercial game Freeverse ever did, Wingnuts 2 was mandated to be bigger and better in practically every way.

More importantly (to me, anyway), I was tasked with game design. It’s the only game that I worked on that I sat down and worked out new gameplay elements, level progression, characters, enemies, and so on. Mark Anderson’s engine was amazing, and I couldn’t wait to explore the possibilities.

Of course, six months later I ended up leaving.

After I left Freeverse, I didn’t hear much about the game. They were busy, and justifiably so. I had always held out hope that someday, Wingnuts 2 would finally reach completion.

That day is today: [Wingnuts 2: Raina’s Revenge](http://www.freeverse.com/wn2/) is finally available.

It is, for all intents and purposes, the very last Mac game I have ever – or likely will ever – work on. So if you have a Mac, give the trial a download. And look for my name in the credits.

Categories
Recommended

Holy Shit: Inform v7

I’m sure that many people will roll their eyes upon hearing that there’s another random, obscure game type I’ve always had a bit of a crush on; at the very least, it won’t come as a surprise.

Nevertheless: I have always had a thing for [interactive fiction](http://en.wikipedia.org/wiki/Interactive_fiction). Perhaps it’s because my early computer gaming had IF at its core – Adventure, Zork, and the way-ahead-of-its-time Zyll were among my staples. I had *[XYZZY](http://www.rickadams.org/adventure/c_xyzzy.html)* burned into my mind around the age of 7.

I’ve always been interested in writing IF, or at least dabling in it. None of the tools, however, leapt out at me as being easy to use or develop with. But via [Grand Text Auto](http://grandtextauto.gatech.edu/2006/04/30/announcing-inform-7/), today I stumbled onto [Inform v7](http://www.inform-fiction.org/I7/Inform%207.html) and had a [major Holy Shit moment](http://www.randsinrepose.com/archives/2002/07/05/your_holy_shit_list.html).

As for why: despite never having been much for hardcore programming, I have enough CS in my bones to know what programming languages look like. I’ve done OO, C-like, Lisp variants, and even oddball stuff like assembly. Programming has never been an accessible skill; the most accessible language I’ve ever seen is [Applescript](http://www.apple.com/macosx/features/applescript/), and even that is plagued by very particular formatting.

I spent an hour looking at the Inform documentation this afternoon, and I nearly had an aneurism at some of these examples. Here are four rooms and two objects from Adventure written in Inform 7:

> The Cobble Crawl is a room. “You are crawling over cobbles in a low passage. There is a dim light at the east end of the passage.”
> A wicker cage is here. “There is a small wicker cage discarded nearby.”
> The Debris Room is west of the Crawl. “You are in a debris room filled with stuff washed in from the surface. A low wide passage with cobbles becomes plugged with mud and debris here, but an awkward canyon leads upward and west. A note on the wall says, ‘Magic word XYZZY’.”
> The black rod is here. “A three foot black rod with a rusty star on one end lies nearby.”
> Above the Debris Room is the Sloping E/W Canyon. West of the Canyon is the Orange River Chamber.

In case I wasn’t clear above the blockquote, **this is source code, not a transcript**. Even if you’ve never taken a programming course in your life, you can read and understand that. Luckily enough for people writing IF, so can the computer. (Admittedly, not all of the code ends up being this nice, but certainly the majority does.)

So perhaps now you can see why I’m freaking out – but hell, there’s even more than that. It has a [gorgeous, completely functional IDE](http://www.inform-fiction.org/I7/Gallery.html), [lengthy documentation](http://www.inform-fiction.org/I7/Manual.html), and compiles down to Inform v6, so that people who are already well into IF won’t have to download anything else to run games written in the new language.

If you’re the sort of person who finds this interesting – and bless your heart if you do – by all means, [download the environment](http://www.inform-fiction.org/I7/Download.html) (it is free, of course), and start playing. For the programmatically minded or those who have dealt with IF before, Brass Lantern has a [good overview](http://brasslantern.org/writers/howto/i7intro.html).

Categories
Best Of Created

And You Thought You Were Going To Summer Camp!

Sure, Apple has sent the world into a tizzy with their new Boot Camp software, allowing Mac users with Intel based machines to run Windows. It’s astounding news, and when you see it in action, you will say WOW – but I’m not here to talk about the business ramifications.

I’m here to talk about the other electronic Boot Camp.

In my 24 years as a gamer, there were times when I would go into an arcade and in the course of my visit, find some game I’d never even heard of that just flat out grabbed hold of my very being. There would either never be a home version of this game, or it would completely suck. The arcade cabinet itself would inevitably disappear a week or two later, and never be seen again.

Boot Camp – a 1987 Konami arcade game – was one of those games. Read on, and learn about what may be the archetype game for Konami’s gameplay in the 1980’s.