Every now and again, I have trouble coaxing my computer and the wireless router into talking to each other. Maybe it’s the fact that they’re at opposite ends of the house, maybe it’s interference from a nearby airport, maybe the two machines just aren’t on good terms. Perhaps the dinosaurs that formed the oil that became their plastic shells were neighbours who didn’t get along. Can you imagine that? Like, one of them was super neat and fussy, and the other one was super chill but kept forgetting to take his patio umbrella in when it got windy and the fussy one would always find it rolling around his garden messing up the petunias. That would make a great sitcom, but I digress.
The point is, once in a while my WiFi stops working, and every time it does I find myself struggling to get it back up and running. At a certain point it feels as though the smart thing to do would be to give up and work on something that doesn’t demand an internet connection, but even things that don’t demand that seem to at least benefit from it considerably. That’s why I made this:
Damon L. Wakes’ WiFi Simulator 2018
That’s right! Damon L. Wakes’ WiFi Simulator 2018 offers you an interactive glance at my own creative process. Marvel at the captivating range of options available to you. Be astounded by the faithfulness of the intricately crafted simulation. Ponder whether the author might not truly be the victim of an eons-long spat between comically mismatched saurian neighbours raging on through the ages.
Also, try turning it off and on again. And again and again and again…
Ten Little Astronauts reached two absolutely enormous milestones on the very same day: there are now over 200 individual people who’ve put in a pledge for a copy, and they’ve collectively taken it up to 50% of its funding goal.
This is pretty fantastic, because as well as the truly massive supporter count – which is already larger than many Unbound titles ever reach – there’s now less money still to raise than has been raised so far. Yeah, it says 50% on the book page right now, but it’s actually a whole lot closer to 51%: one more pledge could do it. Continue reading
You might recall that Craft Keep VR, the virtual reality game I ended up writing for after EGX 2016, was up for a Game of the Year award at Login Vilnius a while back. Well, it’s happened again, and this time it’s through the TIGA Games Industry Awards!
This time around, Craft Keep VR is right alongside big names like Forza Horizon and Horizon: Zero Dawn. Even just in its own category – Game by a Small Studio – there’s Yooka-Laylee and The Flame in the Flood, both of which have quite a bit more clout behind them than “Small Studio” would suggest: the teams behind those include some of the people behind Banjo-Kazooie, Halo and BioShock.
I hesitate to ask people to vote in this because I’m aware fairly few will have the VR hardware necessary to actually play Craft Keep, but if you’re in a position to compare the games in the shortlist (maybe you got a go at EGX or EGX Rezzed), then here’s the page where you can vote for your favourite.
Flash Fiction Month 2017, Day 22
Challenge #10*: Write an interactive story with at least two good endings and two bad endings. It must feature a conflict between Man and Society, and must also involve a choice that hinges on equipping the right item.
In the arena, two majestic alabaster unicorns duel to the death. Their tungsten chainsaw horns ring out against one another like a swarm of killer bees in a blender.
Place bet: 3
Leave: 4 Continue reading
If you’re writing interactive fiction, you’d be hard pressed to find a better tool than Twine. It’s incredibly simple and incredibly powerful, with a reassuringly shallow learning curve. With a little know-how you can use it to create very sophisticated role-playing games, but even with no know-how at all you can jump right in and write a fully functional Choose-Your-Own-Adventure-style story. I’ve already written a tutorial that shows how you can get started in just four clicks! This one will pick up where that left off and show you how to convert your Twine story into a format that can be read on plain old paper without the aid of a computer.
I do very much recommend having a look at that first tutorial before beginning to follow this one, by the way. At least keep it open in another tab to refer to. Nothing in here is going to be particularly complicated, and if you’ve already had a fiddle around with Twine 2 then chances are you could probably follow along well enough. However, having my Getting Started in Four Clicks tutorial handy would probably save some confusion, as I’ll be referring back to it here from time to time.
In Getting Started in Four Clicks I made the case that merely by knowing how to link passages in Twine using double square brackets, you’ve got just as many options available to you as Steve Jackson and Ian Livingstone did when writing the Fighting Fantasy series back in the ’80s. However, though these simple Twine stories would in theory work perfectly well on paper, there are a few extra steps involved in converting them from Twine’s (far superior) system of hyperlinks into the (slow but printable) system of numbered passages and “Turn to…” instructions used by pen-and-paper gamebooks. Continue reading
This is an interactive story intended to illustrate the principles outlined in this tutorial post about pen-and-paper interactive fiction. A hyperlinked version of it can be found here for comparison.
Once upon a time, Penny McPaperface was writing a story in Twine. Twine let her put together a really top-notch bit of interactive fiction using simple hyperlinks mixed in with the text. However, because she wanted the story to work when inscribed on a thin slice of dead tree too, she considered writing out all the interactive options at the end of each passage so she could stick numbers next to them. Whatever should she do, she wondered?
End each passage with a list of options: 2
Naah, it’s fine. Just keep the links in the text: 3 Continue reading
Flash Fiction Month 2017, Day 6
Challenge #3: Write a piece of Gonzo Journalism with a word count that is also a Cuban Prime.
I had just lost my job, I had a gash in my leg the size of Warwickshire, and the Navy thought I owed them money. It was the perfect time to spend four straight days playing videogames.
Five days including travel.
Somehow, at some point several weeks before, I had managed to snag the very last early entry ticket to EGX, the biggest games event in the UK. I’d had vague plans to try and land a better job there, so actually the timing was pretty handy. I hopped on the train to Birmingham, arrived at a station that wasn’t on my ticket, and spent the night in a dubious hostel just across the road from some absolutely top notch graffiti of Inspector Gadget.
I set off the next day for the NEC, a building so incredibly huge that I think I’ve seen more of Birmingham inside it than out. The place is bafflingly massive—a bizarre cross between an airport and Purgatory—so rather than bother to get hold of a map, I simply followed a guy who was either dressed as a character from Fallout 4 or just super into BDSM. Handily, whichever one, he was going the same place as me. Continue reading
Dungeon Lord lovers rejoice: I’ve signed a contract for another book, and this one features none other than Girth “Meatthrust” Loinhammer himself. Just look how happy he is!
If you’re subscribed to my newsletter or a regular at the open mics I read at then you’ll have known about this for quite a while, but Aperture Editions are now on board to publish Girth Loinhammer’s Most Exponential Adventure, the massively interactive Dungeon Lord story that I’ve been working on for the past year and a half. This thing’s huge: it’s currently 150,00 words in total and it’s still not quite finished. The version available online only includes half the content. There’s a lot I’ve held back. Continue reading
Spoiler Alert is free to download in the Google Play store today! If you haven’t heard of it, this is the one-button platformer I worked on a couple of years back and it’s great, silly fun. It’s essentially Mario, but you play the game backwards, stomping crushed enemies back to life and placing coins neatly back where you found them.
Oh, and your character is a talking chilli pepper wearing a knight’s helmet.
This is actually the first time I’ve got my hands on the Android version myself, and I have to say I’m very impressed. It’s hard to say whether the differences I’ve noticed are down to the touch controls or whether Megafuzz have simply updated the game since I last had a go, but it all feels very elegant. The desktop version technically used two buttons – one to jump and one to un-unleash powerup abilities – but in the mobile version they’re condensed into a simple screen-tap. I’ve played through the entirety of World 3 now and I can’t say I miss the desktop controls at all.
My main contribution, Mr. Deathbunny, has had his boss battle more or less cut, but you can still see him in all his gross, pink shouty glory. If you’ve got an Android device, that alone should be more than enough reason to grab the free version now, though even if you miss it the price is ordinarily just 65p and I’d say that’s money well spent. The game has had overwhelmingly positive reviews and even appeared in the Humble Bundle at one point, reaching something like 83,000 people in the process.
I don’t get royalties from this, by the way: I’m just happy to have had a hand in a neat little game and want it to reach as many people as it can. So grab your free copy and tell your friends!
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