interactive-bliction-2
type: Article
bloggerid: tag:blogger.com,1999:blog-18505529.post-3149512785497720837
actor: http://www.blogger.com/profile/12227954801080178130
content: Investigate door. Your eyes are drawn again to the marks on the small door, and you squint, taking a tentative step forward. A small cloud of powder rises around your foot, and a floorboard creaks. The creak is low, and to you, sounds welcoming. Like the house is inviting you in. Encouraged by this, you continue. You have to watch out for the things cluttering the floor, and step carefully around an upturned plastic chair. That obviously wasn't part of the original décor, and despite the heavy coating of dust, you assume it must have been left by the documentary crew. Your foot clacks against something heavy. Look at floor. The dust makes everything the same dark grey, but there are distinct shapes that you can see. Several small plastic chairs are visible, laying on their sides or with their legs pointing into the air. A standing lamp with a wide shade has fallen over at the foot of the stairs, to your left. There's a knee- hight rectangular box against a wall to your right, with what looks like a padlock hanging from the front, and beside it lie pieces of a large and once- ornate vase. At your feet is something long and narrow, and a glimmer of metal peeks through the dust. When your foot made contact, it felt pretty solid. You kick it again to roll it over, and dust peels away to reveal a brassy candlestick holder. Take candlestick holder. You pick up the object, about half the length of your forearm. The metal is cool, but surprisingly not cold. Feeling like you need a souvenir, you tuck it into your coat pocket, and continue to pick your way across the hall. Inventory. In your coat pockets you have the candlestick holder, half a bar of Dairy Milk, and the keys to your flat. In your trouser pocket is your mobile phone, which is turned off so your friends won't disturb you, and some change. Investigate door. The small door is in front of you, and to your left is the sturdy looking bannister that runs up the side of the staircase. You could touch the bannister and…
name: Interactive-Bliction: > Investigate door.
published: 2011-10-06T16:14:00.002Z
tag: done
tag: Done
tag: fiction
tag: IF
tag: interactive+bliction
tag: interactive+fiction
tag: story
tag: writing
tag: if
updated: 2013-04-01T01:51:11.712Z

ui-for-if
type: Article
bloggerid: tag:blogger.com,1999:blog-18505529.post-8451896821276018090
actor: http://www.blogger.com/profile/12227954801080178130
content: This is the first in an upcoming series of posts about my final project for my MSc by Research. For those who don't know, my programme is Interdisciplinary Creative Practices, or ICP for short, and my main focuses so far have been on Interactive Fiction (IF) and the Web. My final project needs a log book. Traditionally such a thing would be compiled by me at the last minute based on notes scattered around my workspace, emails to myself and entries on Google Calendar and Tasks. It's high time I got a grip on my organisation and did this properly, so blog posts tagged "icpLog" will help me keep a proper track of ongoing thoughts and progress. For my final project, I endeavour to create in a "location-aware Interactive Fiction engine". If at this stage you don't know what IF is, read this nice description by Emily Short. Historically IF is programmed using one of several specialist languages along with specialist software packages. The one I am most familiar with is Inform 7, a brilliantly simple but incredibly powerful natural language.. language.. which is perfect for non-programmers who want to create IF. I haven't actually made anything myself with Inform yet (I plan to, in the name of research), but I have read a lot of source code and tutorials. Similarly, IF is traditionally played/read on a user's computer, in their local environment. The open source JavaScript IF interpreter, Parchment, brings playing IF to the Web; much more flexible and shareable, and enabling of many possibilities. One such use of Parchment can be seen in Playfic, which appeared around March this year. Playfic offers a fully in-browser Inform development environment for authors, similar to the Inform software the experienced would be used to running on their own machine. And of course, an online read/play interface for the IF consumers. This interface affords the user the chance to share their work-in-progress with the IF community. The source code for all of the games can be viewed, making…
name: UI for IF
published: 2012-05-13T12:55:00.000Z
tag: done
tag: Done
tag: geolocation
tag: google+app+engine
tag: icp
tag: icpLog
tag: IF
tag: interactive+fiction
tag: interdisciplinary+creative+practices
tag: MSc+by+Research
tag: MSc+project
tag: msc
tag: Palimpsest
tag: python
tag: palimpsest
tag: icplog
tag: msc+project
tag: if
tag: msc+by+research
updated: 2013-04-01T00:11:42.503Z

shifting-focus
type: Article
bloggerid: tag:blogger.com,1999:blog-18505529.post-2898853773436372000
actor: http://www.blogger.com/profile/12227954801080178130
content: By sheer coincidence, I find myself neck-deep in creating a custom Interactive Fiction engine during a year in which all kinds of new engines for authoring and enjoying interactive narrative are popping up. Many of these by established programming and literary experts in the IF community. It feels like every week Emily Short posts a review of something new. Most of the ones I've seen recently are more of a Choose Your Own Adventure format than parser-based. Nonetheless, there is a lot I can learn about world modelling and code-free authoring from these systems. Not all of them are open to the public for creating though. All of them seem to be open to Emily Short, however, and she is doing a great job of describing and reviewing her experiences. It occurred to me a while ago that creating the interface for authoring pieces for Palimpsest is potentially more interesting and important than examining the reader experience when it's all done. Readers are much more fickle, and those who spend time writing and creating are by definition the committed and passionate. I'm not saying the readers aren't. But a solid interface for authoring is going to make it much more likely that good experiences for readers are to be created. If I rush through the design and build of the software itself so that I can focus on filling it with content then quizzing readers about the immersiveness of their experiences - as was my original plan there's a good chance I won't spend nearly enough time testing with authors (as I'll be doing the authoring) and will miss the opportunity to allow people to create immersive or particularly engaging experiences, jeopardising the outcomes of the user study stuff in the end anyway. I only have about two months left to work on this in the context of my MSc. Whilst I need something substantial to fill my final report with, I'm certain I'll be continuing to develop this in the future, and I'll only end up having to redo bits from scratch if I cut corners the …
name: Shifting focus (from readers to authors)
published: 2012-06-13T17:02:00.001Z
tag: done
tag: Done
tag: emily+short
tag: icp
tag: icpLog
tag: IF
tag: interactive+fiction
tag: interdisciplinary+creative+practices
tag: msc
tag: Palimpsest
tag: icplog
tag: palimpsest
tag: if
updated: 2013-04-01T00:11:17.420Z

if
type: Collection
total items: 3

https://rhiaro.co.uk/tags/if
type: CollectionPage
items: shifting-focus
items: ui-for-if
items: interactive-bliction-2
name: if
part of: if