1.Mae TidmanSeptember 18, 2009LCC 2700 - Project 1 - Text based
gameProject DescriptionBook & Volume and Zork have spaces that
are easy topicture as a map - sequential steps down a path, rooms
in abuilding, and other spaces that make sense. I wanted to make
agame with spaces that do not make sense, but that could bedrawn
out spatially.My two most favorite books are Alices Adventures
inWonderland and Through The Looking Glass, which havenonsensical
spaces just like I want in my game; hence it hasbeen a huge
influence for my content, spaces, and situations. Ifound further
inspirations in modern interpretations of Charles Dodgsons 1865
childrens story: Terry Gilliams movie Tideland, and Disneys Alice
in Wonderland. Other adaptations including Jan Svankmajers Alice
and Tim Burtons adaptation that is due for theatrical release in
2010 were inspiration for my ideas but not my implemented work.
Unfortunately, due to time and skill limitations, I was unable to
add anything gruesome or creepy to my game.The story is an
adventure that the reader goes on. You (the reader/player/user)
begin the game in a dark space. Unlike most of the text-based games
I have seen, the reader knows and remembers (at least initially)
who he/she is and is actually playing his or herself in the game. I
think this is a very special aspect, and should result in the
player being more involved with the spaces even though he/she is
only looking at text. I also tried to make the descriptions explain
that the player is not supposed to know where they are and where
they are going. The whole experience is supposed to be confusing,
just like it is in Alices adventures.The spaces were also inspired
by the Xbox 360 game Beautiful Katamari byNamco Bandai. This game
involves levels where your character rolls a magical,
highlyadhesive ball called a katamari around, collecting
increasingly larger objects. In thebeginning of levels, the
katamari is tiny and only picks up very small objects like coinsand
tiny toys. As it collects more the katamari grows and can collect
bigger and biggerobjects: bugs, food, furniture, people, cars,
trees, buildings, acres of land, continents, andfinally planets and
galaxies. In addition, it is worth noting that Katamari Damacys
story,characters, and settings are bizarre and heavily stylized,
rarely attempting any semblanceof realism, though the brands and
items used are based on those current in Japan duringthe games
production (Wikipedia).Unfortunately, I faced many troubles and had
to drop way more objects than Iwanted: scenarios, rooms, and all
characters, conversations, and tests were excluded. Iwanted to have
a Cheshire Cat in the Twisted Tree room that would show you the
barkdoor, but I ended up spending so much time debugging this and
several other characters
2. were dropped. I also wanted to have conversations available
between the player and anycharacter, with subjects such as riddles
and Where am I? Over my years at Tech it hasbecome obvious to me
that I am a very slow learner when it comes to computinglanguages,
and Inform 7 was no exception. I read the documentation early on,
but thatonly partially helped whenever it came time to write the
code. I tried to write fromfamiliarity but ended up making syntax
errors everywhere.I failed to get some of the objects to be visible
and invisible at different points,and there were many other things
I failed to implement. Overall though I think the senseof the game
should be what I was aiming for, just in a basic implementation.An
image from Tim Burtons upcoming movie.