"The concept of love is an abstraction in the Bedroom." <--- Lacuna source code, written tonight.
Veering off in a different but more useful tangent tonight, I've decided to focus on getting the "spine" of the game built out-- all the scenes, the way they fit together, the rooms they take place in, the decision points, and so on to the very end, even if some of this is in only skeleton form. The goal is to have a sort of "rough cut" version that could actually be played through from beginning to end, rather than the thousands of pretty pieces that are often disconnected from each other at the moment.
In this spirit, I put in place the first two vertebrae: the very beginning of the game, a short, evocative flash-forward, and the first real scene, including the "opening move" choice which was part of my reconceptualization of Lacuna after I dropped the Myst universe connection. I'd written some of these out in longhand in a notebook in Hawaii; it felt good to convert them into digital form and the well-backed-up vault of the Lacuna project directory.
Also tonight I made a few small changes required to get Lacuna to compile under the newest build of Inform. So far each successive release of the Inform 7 open beta has required only minor tweaks to my code, a testament to the I7 design team. For this release I had to run a regex on the code to change a certain phrasing that the new build doesn't like; but I did get everything to compile again, in the end.
2 comments:
Will some of us get to test your rough cut?
At some point.
This initial rough cut is more for my own benefit, so I can catch any remaining conceptual problems (i.e. q couldn't possibly happen yet because of x, y, and z.)
It will contain a lot of amusing bits like the following, however, so I might share it with a few people:
"Progue places a hand on your shoulder and looks at you seriously. 'Here I will have an important conversation with you with bits of foreshadowing,' he says."
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