Yearly Archives: 2010

Adventures with NPCs Redux: Matteo

Things have been moving forward lately with our NPC development, which has been a very gratifying experience. Watching a character go from a text description to a fully animated and speaking NPC model is something else. And as we move from one character to the next, incorporating each into the game, the whole project really starts to come to life. It sure as hell beats plugging away night after night on the nuances of text parsing.

It takes a lot of steps to go from point A to point B, and a number of people to make it happen, so I thought it might be interesting to review the procedure we went through for each NPC in the game. Vespers has six NPCs: five brothers [More...] Read the rest

Posted in characters in games, Vespers | 1 Response

Looking Back, Looking Ahead

We’ve been making some good progress lately on Cecilia, the last of the six NPCs to be implemented in the game, so I thought this would be a good opportunity to bring back the old NPC introductions. This was something I started a long time ago — well before starting this blog, back when I was blogging only on GarageGames. The idea was to write an introduction to each of the characters in the game, showing their development from concept drawing to a fully modeled, animated, and voice-acted 3D NPC. I got through the first two characters, Matteo and Constantin, fairly early on. But as animation problems surfaced (and resurfaced), work slowed down. I was able to get to Lucca and Ignatius eventually, but that [More...] Read the rest

Posted in characters in games, Vespers | Leave a comment

End of March Vespers Update (or, How To Drop A Girl)

March comes, March goes. Lion, lamb, all the usual stuff.

March is always a busy month, what with GDC and sundry work-related conferences and travels. And this year, of course, there was PAX East. Man, how I wanted to be there for that. It was, by still rare accounts, an amazing show of force by the IF community, and from what I can tell a great time was had by all. It sounds like there was a groundswell of new or renewed interest in IF, which can only be a Good Thing. And, of course, GET LAMP. I can’t help but feel like I missed a significant event in IF and the opportunity to meet some great folks, but at the same time I [More...] Read the rest

Posted in 3D/if, interactive fiction, Vespers | 5 Responses

iPad Games They’d Love To See

Spotted on CrunchGear.com:

From the web site:

Planetfall – One of the original Infocom classics. Listen: the iPad has a usable keyboard and can support external keyboards. Why not slap together an Infocom pack for $2 and sell some imagination to these whippersnappers. Who’s with me?”

Not bad, at least it’s good to see some people interested in seeing classic IF on the new device. Of course, it would have made sense to mention the fact that IF already exists on the iPhone platform (see iPhone Frotz) with an inexhaustable supply of excellent pieces, but I’m okay with that.

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[More...] Read the rest

Posted in interactive fiction | 5 Responses

Long Flights Are Good For Something

One thing long flights are good for is addressing old issues that you’ve always meant to fix but never really got around to. So when I found myself on a three-and-a-half hour flight yesterday, I decided it was time to tackle an old parser syntax issue that has been nagging at me for some time.

My goal with the parser has always been to make it as robust as possible, even if much of the functionality isn’t necessarily used in Vespers — I’d hate to have to add functionality after the fact, like for a future game. So the idea was to develop the parser to provide at least the typical performance one might expect from a TADS or Inform game. Most of the early [More...] Read the rest

Posted in interactive fiction, text in games, Vespers | 1 Response