Back at EGX 2016 I got involved with virtual reality game Craft Keep VR. A certain portion of the game was already available in Early Access before I even heard about it but over the past few months I’ve been writing story and dialogue and gradually seeing the whole thing take form. At this point my work is done and, not only that, the finished game has just been released! You’ll need either an Oculus Rift or an HTC Vive virtual reality headset to play it, but even if you don’t have one of those knocking about I highly recommend checking out the trailer.
I got a chance to play a very nearly complete version at EGX Rezzed this year, and the experience was…strange. Amazing, but strange. I don’t have the VR equipment necessary to play this sort of thing at home, so beyond a few YouTube videos I hadn’t really seen the work in progress while I was writing. It’s quite a shock to go from “Ha ha! This’ll make for a fun bit of dialogue,” to “Oh wow! There’s the guy saying it!” with absolutely nothing in between. It would be weird if the jump were simply from page to screen, but when it’s from page to 3D people walking around in the room with you, it’s especially striking. Continue reading
It’s been quite a while since I had a new story to share online. It’s hard to be too upset about that given that it’s primarily down to some recent successes – crowdfunding Ten Little Astronauts takes up a great deal of my time, and I’m currently sorting out a contract for Girth Loinhammer’s Most Exponential Adventure with a different publisher – but still it seems like a shame.
Another factor in this (and it’s somewhat related to the whole Exponential Adventure thing) is that my work recently has taken a step away from self-contained, linear stories and towards more nebulous interactive pieces, whether I’m putting together Twine games all by myself or whether I’m approaching bigger videogame developers about the possibility of working with them. Amazing as it is to have a hand in something like Craft Keep VR, all the time I spend lining up opportunities like that is time I can’t spend knocking together a short story or chipping away at a novel. And that got me thinking: maybe I can use one of these things to tackle the other?
That’s where Project Pythias comes in.
Essentially, though Project Pythias can’t “think” as such – it doesn’t actually aim to produce anything funny or surprising – it can grasp that Captain Redundancy appears only in stories in which his presence is redundant, and that Girth Loinhammer is supposed to be intimidating but ends up being sexy, and when stories follow some sort of formula like that, it’s reasonably good at identifying and reproducing it.
It’s also still pretty buggy, by the way: you might see an occasional error message, but I’m actually really struggling to work out what’s going wrong. For the most part, you can just ignore those. However, DON’T tick the box to “prevent this page from generating additional dialogs” if it appears. Those dialogs are necessary for Twine to run.
I’m putting this out there partly as a way of offering some new stories to you guys, but as well as that I’m hoping to further refine Project Pythias‘ output. At the moment they’re essentially just outlines, but with some feedback and a few weeks’ work I think I could have this thing generating stories approaching 1,000 words. I’m not exactly going to count on it to tackle Flash Fiction Month for me, but if time is short this July I might set it loose on the ordinary days and just focus on the challenges myself. I’m already relying on automation more and more. If you don’t believe me, consider this: I’m at EGX right now! Today! This very minute, even! WordPress posted this all by itself (under my instruction, of course).
Anyway, here’s that link again. Give it a try, and tell me what you think. If everything works out, there’s a good chance Project Pythias will be producing all my short fiction by 2018.
This weekend was Global Game Jam 2017, which means that much like last year I ended up spending the whole shebang knocking together a complete game in just 48 hours. Not on my own, though: that would be crazy! These things are best tackled as part of a team effort. Last year’s game was Brituals, a social-awkwardness simulator set in a hellish parallel Britain (playable here). This year’s was Undercurrent, a nautical interactive fiction piece featuring rhythmical Mexican-wave action. The theme for this year was “waves,” by the way, which will probably be apparent in the range of games produced for the event.
This video should give some idea of what the finished game might look like: impressive, no? Unfortunately, we didn’t quite get the whole thing put together in time for the presentations at the end, but basically all the elements were there. If you download the source code .zip file on the GGJ page, you’ll find what we’ve got so far. However, if you don’t feel like poking around with that, have no fear! I spent a frantic three or four hours at the end of the event implementing the entire game in Twine, complete with an approximation of our central Mexican wave mechanic. It doesn’t have any of the audio or eye-candy hinted at by the video above (in fact, anybody who spent a particularly long time trying to uncover the arcane meta-mystery of Project Proteus is likely to find the overall appearance of this game very familiar indeed), but it is playable beginning to end and should give some idea how the finished thing would actually behave.
I feel as though I managed to weasel my way into a really strong team this year. Laurence had a hand in the audio for Everybody’s Gone to the Rapture, and Mark is the guy behind the Posetastic drawing reference app. Fiona wrote the bulk of the actual story in the game (my main contribution was the nonsense island encounters), and Morrison tackled getting the interactive text into Unity. I’ll definitely be checking out how to do that myself because if I could manage even half of what he did, my interactive fiction would be at least 800% more stylish and flashy. Continue reading
“I am the Ghost of Christmas Past!” announced the spirit standing before Scrooge’s bed.
“Yes,” said Scrooge, sitting up. “An old associate of mine—a Jacob Marley—warned me there was something strange in my neighbourhood.”
“Rise,” demanded the spirit, “and walk with me.”
“Oh no,” said Scrooge, sniggering. “This is something weird, and it don’t look good!”
The spirit couldn’t help but be a little unsettled by Scrooge’s look of mock horror. “I feel like you’re quoting something, but I’m not sure what it is. Also, don’t you think you should be a little more concerned about my visit?”
“Why?” asked Scrooge, resisting the urge to burst out laughing. “I ain’t afraid of no ghosts!”
“What?” Suddenly, realisation dawned. “No,” breathed the spirit. “Oh, no!”
Just at that moment, Bill Murray burst out of the wardrobe and zapped the Ghost of Christmas Past with his ghost-busting proton beam.
“Thanks, Bill,” said Scrooge. “Same time tomorrow night?”
It may have taken the longest of any of my Flash Fiction Month anthologies to put together, but 2016’s collection – Robocopout – is now available, and for the first time ever I’ve managed to release the ebook and paperback simultaneously.
This particular copy is already in the post to Jo Bellamy, the Ten Little Astronauts supporter who won the 100 supporter draw a little while back. If you want a paperback of your very own, you can get one on Amazon UK or Amazon US (and probably other places too). If you want an ebook, I highly recommend Smashwords which has every format you could possibly want and they’re all DRM-free.
Every year my selection of flash fiction anthologies gets a little bit more garish. Continue reading
It’s taken a lot longer than expected (the original plan was to have the entire thing wrapped up by the end of November 2015), but the first (or arguably left-hand) half of Girth Loinhammer’s Most Exponential Adventure is now complete!
Provided you choose to sit around moping at the at the very beginning of the story, rather than going off and doing something interesting, you can explore every single possible option leading off from that point, and follow along all the way to every possible ending: 256 in all!
I’ll be starting work on the second (or right-hand) half of the Adventure pretty much immediately, but it might be a while before I make the new content available just so that there aren’t too many dead ends for readers to stumble into. If you haven’t taken a look at this yet, now’s a great time: you’ve got absolutely masses of options and I can guarantee that any storyline you can start, you can also finish.
At the time of writing, the story is 78,629 words in length altogether, making it the single longest work I’ve ever released by a reasonable margin (the next longest is currently Face of Glass, at 55,550). Despite that, this novel-length interactive story is completely free to explore. If you’d like to chuck some money my way, however, please consider pledging to support Ten Little Astronauts, my crowdfunded novella. You’ll get a book that wouldn’t have existed any other way, every copy will have your name recorded in the back as one of its patrons, and you’ll be helping me achieve my dream of having my best work to date distributed by Penguin Random House. It’s a win-win-win!
It’s got a little overshadowed by Ten Little Astronauts and Craft Keep, but yes, I’m participating in National Novel Writing Month again this year! However, I’m not writing a novel this time around. I’m continuing last year’s massively interactive fantasy story, Girth Loinhammer’s Most Exponential Adventure. The upshot of this is that although we’re only six days into the event, and although I only really got into it on Day 3 myself, the project is already more than 60,000 words long (50,000 from last year, plus 10,000 words of never-before-seen storylines from the past six days).
You might recall Craft Keep VR from my writeup of EGX 2016, where I was lucky enough to try out the virtual reality fantasy artisan game first hand. Well, there’s some exciting follow-up news. First of all, Craft Keep is coming to Steam Early Access on the 10th of November: that’s less than a week away!
Second, I’m writing this thing! At EGX I got talking to the developer, Arvydas Žemaitis, who said that he was looking to include an interesting story as the player travels about setting up shop in all these weird and wonderful locations around the world. Naturally I sent off an email about it after the event, and here we are! Continue reading
Flash Fiction Month 2016, Day 30
The corpse of the dragon lay steaming upon the floor, the marks of its wrath seared permanently into the cavern walls. Yet the heroes stood victorious. Leaving the dragon to stink and smoulder, they ventured deeper into its lair, appraising the stock of treasure the winged terror had amassed across the ages.
“This will ease the suffering of our land…” observed Khemaghan the Keen, lifting a gem-studded chalice, worth several fortunes on its own.
“…but it will not repair the devastation that the beast has wrought.” Quilbar the Quick was troubled by the same thought.
“We beat it,” said Skondar the Strong, speaking firmly as ever. “We won. It’s over.”
But from the bones of the dragon, there sprang forth a new threat. For in its hoard—beyond the reach of mortal man for years known only to the gods—there stood a copper lamp upon a bare pedestal. In every other room, gold and jewels had lain strewn across the floor, a careless bed for the vile serpent.
In this room, the floor was bare. A perfect, solid circle of clear stone marked a perimeter about the pedestal, as though gold and silver feared to draw too close to the base metal that stood atop it.