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Archived from groups: rec.games.int-fiction (More info?)
Well... the competition is over and my entry placed 15th out of
36 total entries. I'm not disappointed with my first effort. When
I set out to write Identity, I had hoped to place in the top 50%
and I've done just that. Obviously, every entry outside of the
top few spots would like to have placed better - but such is
life. The reviews have been, generally, very constructive and
I've learned quite a bit from the competition. Most reviewers
seem follow a common theme - using phrases along the lines of
"solidly mediocre", "competent but unimaginative", "well
implemented but lacking force". Most of this comes down to my
writing skills which work well for technical writing (which I do
a fair bit of during SW design) but don't give that needed grip
for fiction readers.
When I started back in January, my goals were fairly simple.
First to learn Inform. Then to design and write a game for the IF
Competition. The first goal was easy - as a Software Engineer I
had almost no trouble getting up to speed with Inform. The second
goal proved a bit more difficult.
Since I wasn't feeling especially solid with my fiction writing
(though I'm slowly reading a handful of books to try and improve
this), I concentrated on the things I could control easily. First
was to design a game that was basically winnable in 2 hours - I
always enjoy the accomplishment of seeing most of a game during
the review period so it was designed to be a fairly short game.
Then I worked on writing solid code, adding a competent hint
system, adding detail to as many scenery objects as possible and
designing puzzles that logically fit the game. Additionally, I
made sure to get good beta testers - giving 3 or 4 rounds of
testing/bug fixes before release. From virtually all of the
feedback I've received, I seem to have at least gotten passing
marks on my overall implementation and hint system and only a
small number of technical bugs surfaced during the competition
period.
Puzzles had a mixed reaction - some really enjoyed them
(especially the Yak puzzle). Some found them too tedious
(especially the radio puzzle - point well taken). Some found them
too hard (especially the radio puzzle). I can't really understand
this last criticism - most puzzles were well clued and the radio
puzzle was, actually, reasonably simple (which is why I can
understand that some found it tedious since it did require a fair
number of wire-to-jumper connections which does take time
especially when the solution is obvious). The solution to getting
the radio working was to read the schematic to find out which
wire lines corresponded to what signals and then looking at the
radio interface board to figure out which jumpers were associated
with what signals and then connect the wires to the jumpers.
There was an additional twist in that the schematic was out of
date (marked clearly) requiring a 50/50 guess on the last two
wires but that only takes a brief experiment which does actually
happen occasionally in the engineering world . So I was a
little disappointed that my puzzles weren't received better but
100+ voters can't be wrong so I'll keep reading on puzzle design
and keep working to try and make them logical, clued-in and less
tedious.
I've fixed all of the known technical issues with the game and
released it along with the updated source code to the IF Archive.
For now, you can get the game (Identity.z5) and the source
(Identity.zip) at:
http://www.ifarchive.org/indexes/if-archiveXunprocessed.html
.... but within a few days it should be placed into the proper
games and source directories respectively.
Thanks to all of the reviewers that took the time to play the
game. And congratulations to ALL of the authors that entered this
year.
--
Dave Bernazzani
Join the Commodore 32 Inform minigame contest:
http://www.gis.net/~daveber/minform/c32.htm
Well... the competition is over and my entry placed 15th out of
36 total entries. I'm not disappointed with my first effort. When
I set out to write Identity, I had hoped to place in the top 50%
and I've done just that. Obviously, every entry outside of the
top few spots would like to have placed better - but such is
life. The reviews have been, generally, very constructive and
I've learned quite a bit from the competition. Most reviewers
seem follow a common theme - using phrases along the lines of
"solidly mediocre", "competent but unimaginative", "well
implemented but lacking force". Most of this comes down to my
writing skills which work well for technical writing (which I do
a fair bit of during SW design) but don't give that needed grip
for fiction readers.
When I started back in January, my goals were fairly simple.
First to learn Inform. Then to design and write a game for the IF
Competition. The first goal was easy - as a Software Engineer I
had almost no trouble getting up to speed with Inform. The second
goal proved a bit more difficult.
Since I wasn't feeling especially solid with my fiction writing
(though I'm slowly reading a handful of books to try and improve
this), I concentrated on the things I could control easily. First
was to design a game that was basically winnable in 2 hours - I
always enjoy the accomplishment of seeing most of a game during
the review period so it was designed to be a fairly short game.
Then I worked on writing solid code, adding a competent hint
system, adding detail to as many scenery objects as possible and
designing puzzles that logically fit the game. Additionally, I
made sure to get good beta testers - giving 3 or 4 rounds of
testing/bug fixes before release. From virtually all of the
feedback I've received, I seem to have at least gotten passing
marks on my overall implementation and hint system and only a
small number of technical bugs surfaced during the competition
period.
Puzzles had a mixed reaction - some really enjoyed them
(especially the Yak puzzle). Some found them too tedious
(especially the radio puzzle - point well taken). Some found them
too hard (especially the radio puzzle). I can't really understand
this last criticism - most puzzles were well clued and the radio
puzzle was, actually, reasonably simple (which is why I can
understand that some found it tedious since it did require a fair
number of wire-to-jumper connections which does take time
especially when the solution is obvious). The solution to getting
the radio working was to read the schematic to find out which
wire lines corresponded to what signals and then looking at the
radio interface board to figure out which jumpers were associated
with what signals and then connect the wires to the jumpers.
There was an additional twist in that the schematic was out of
date (marked clearly) requiring a 50/50 guess on the last two
wires but that only takes a brief experiment which does actually
happen occasionally in the engineering world . So I was a
little disappointed that my puzzles weren't received better but
100+ voters can't be wrong so I'll keep reading on puzzle design
and keep working to try and make them logical, clued-in and less
tedious.
I've fixed all of the known technical issues with the game and
released it along with the updated source code to the IF Archive.
For now, you can get the game (Identity.z5) and the source
(Identity.zip) at:
http://www.ifarchive.org/indexes/if-archiveXunprocessed.html
.... but within a few days it should be placed into the proper
games and source directories respectively.
Thanks to all of the reviewers that took the time to play the
game. And congratulations to ALL of the authors that entered this
year.
--
Dave Bernazzani
Join the Commodore 32 Inform minigame contest:
http://www.gis.net/~daveber/minform/c32.htm