I’ve been pretty heavily focused on getting Ten Little Astronauts ready for publication recently, which might be why I never noticed that two of my interactive fiction games were on the People’s Choice shortlist for Wonderbox’s Opening Up Digital Fiction Competition.
You can play either one by clicking its icon above.
I sent in a whole bunch of games back when the competition was open for submissions, but wasn’t particularly confident in any of them making the cut. To see two in there is a real surprise, especially since these two in particular are very different in tone.
Because I discovered this pretty late on, not only has voting now closed but the winners have already been announced! Sadly neither of my games are amongst them, but there was some pretty serious competition: the winners look absolutely top notch, and I encourage you to check them out.
This is hardly the first time something I’ve worked on has been up for a prize, but it is the first time it’s happened specifically for an interactive piece that wasn’t a team project. It just goes to show that it’s usually worth taking a chance on these things even if you’re not sure what will come of it. Also, do keep an eye on Wonderbox specifically: the competition is annual so if you’d like to take a shot at it yourself then you’ll have a chance next year!
Behold! Damon L. Wakes’ Beer-on-the-Wall Simulator: a complete Twine game created using only one passage! Indulge your eyeballs with this beast of a flowchart:
Yeah. You can probably guess where this is going. Enjoy!
This year, for the first time, I’ve entered IntroComp: an interactive fiction competition for which participants submit an excerpt of a work-in-progress rather than a finished piece. It’s an unconventional idea, but fortunately I had plenty of works-in-progress to choose from so bunging something in was a no-brainer.
The rules specify that entrants can’t canvass for votes, so I’m going to play it safe and not even tell you which entry is mine! You’ll just have to read through all of them (or as many as you like) and guess* which I submitted. And vote! Voting is open until August 31st.
*It’s possible my name is in there. I don’t know. I can’t remember.
Have fun! And if you write interactive fiction yourself, do keep an eye out for next year’s event. It’s a wonderful idea and I’d love to see it get more entries next time around.
I got stuck in a library for about an hour yesterday so I used the time to write a Twine game on my tiny, Frankensteined-together netbook. That game is Damon L. Wakes’ Stuck-in-a-Library Simulator.
Yeah. This is my life now. And you get to experience it too! Through the medium of interactive text. Fun.
Back in May I set up Codename Caerus: a game project bringing a team of people together to make something better than any of us could have produced individually. That something is still in the works – it’ll take more than a couple of months to see it through to the end – but we’ve made great progress and Codename Caerus now has a title: Wolf at the Door.
Our efforts so far have been focused on getting a demo prepared for submission to AdventureX. At this stage, it’s not in good enough shape to share – this one’s just to demonstrate that we have the bare bones of a working game – but it can be played start to finish and most of the gameplay that’ll appear in the finished version is already present in some form or another. In some ways it’s already more ambitious than what I first planned, as we’ve got in-game sound: something I wasn’t even sure was possible to do in Twine back when I organised this! Continue reading
This isn’t the first time a game I’ve worked on has been put in front of people like this, but it is the first time it’s happened with something that’s entirely my own work. It’s great to see it reaching so many people! Just over the past two or three days it’s become the most played game I’ve ever produced, overtaking Blacklight 1995 which I released almost five years ago. For comparison, Teatime Simulator has been out less than a month. Continue reading
I have a brand new Twine game for you, and this one comes with Prizes!
Lovely Pleasant Teatime Simulator is a relaxing narrative game about—
Actually, you know what? I’m not gonna bother. You know this isn’t really a straightforward Afternoon Tea simulator, and I know you know, so there’s really no point in me typing up a description pretending that it is. Continue reading
Have you ever noticed a really neat feature in a Twine game and thought: “Hey, I wonder how they did that?” Well, wonder no more because it’s (usually) super easy to find out.
Twine 2 has many advantages over Twine 1:
- It’ll run in your browser so there’s no need to install.
- The default story format (Harlowe) is simpler to learn. and easier to read if you’re working with variables.
- The playable HTML file is also the editable flowchart version of the game.
In my first Twine for Beginners tutorial I recommended using the “Publish to File” option regularly in order to save your work in case of accidents. I touched upon the fact that this file is both a copy of your work and a playable game that you can share, but never really explained the full significance of that:
Anything that’s been made in Twine 2, you can open up and edit for yourself.
My philome.la profile includes just about every Twine project I’ve ever finished. The vast majority of these can be opened up and explored with the process I’m about to describe. For now, click on Ultraviolent Unicorn Deathmatch of Destiny.
You’re welcome to poke around any of my stories that you like, but a small handful were written using Twine 1 and so can’t be (easily) imported into Twine 2. For the sake of demonstrating the process, Unicorn Deathmatch was both written using Twine 2 and provides an interesting, comprehensible example once it’s imported with these simple steps: Continue reading
Codename Caerus – my portfolio-building game project – has had a phenomenal level of interest since I announced it a couple of weeks ago, and although I’ve yet to look through all the example pieces people have sent in, I’m now pretty much certain we’ll be able to get a great team together. Every role has at least one person going for it, and in most cases more than that. I’ve been hugely impressed by some of the work people have chosen to share.
However, if you’ve been meaning to put your name forward to work on this game and haven’t yet got around to it, don’t worry. You haven’t missed your chance.
In a way, you’ve actually got more of a chance than you did when I first announced this project because I’m extending the deadline to apply. When I decided to stop taking applications at the end of the month, I neglected to consider that I’d be attending Feral Vector from May 31st to June 2nd. Continue reading
So I made a trip to London for EGX Rezzed last month, and up until now I’ve totally neglected to write anything about it for two reasons:
- I’m still just a little freaked out over how many people recognised me as “that Girth Loinhammer guy.”
- The event gave me an idea for something big and it took a while to come up with a plan for it:
I want to get a team together to make a game.
At this point I feel as though I’ve got a pretty good number of games to my name – I’ve even set up a separate website as a portfolio – but it would really help to have a few more team projects out there for people to enjoy. I expect plenty of other people are in the same position. So far I’ve mostly worked alone, and (with the exception of the two commercially released videogames I’ve had a hand in) when I haven’t it’s generally been for Game Jams. Game Jams are great, of course, but the results are never particularly polished and they don’t really demonstrate the ability to work with a team on an extended project. As a writer, I don’t feel as though there are all that many opportunities already out there. Some, certainly, but far from oodles.
That’s why I’m planning to set something up: not having a title for the game itself yet, I’ll refer to this whole endeavour as Codename Caerus for now. This will be an opportunity for anybody who wants to get more of a foothold in games to work on something polished and substantial as part of a team. Continue reading