Posts Tagged ‘Pandora’

All things considered, it’s been a pretty awesome day.

Wednesday, November 25th, 2009

For starters:

Reader ZeroInbox Zero-ish

At long last, I have home internet again.  And I had scarcely had it ten minutes when I received a very awesome invitation.

So far, it's one heck of a fun toy.  Check back with me when the rest of the Zosias dev-peeps get invitations.I do love me some Google Wave.

Plus it just so happens to be WoW’s anniversary.  If I’d gotten internet a day later, I would have missed out on a vanity pet, and I really like vanity pets.

And that’s not even all yet.

CRAV stands for Cops, Robbers, and Velociraptors.  There's a story there.Remember the other day, when I found a backup of the roguelike I’m working on now?  Well, as it turns out I found a backup of a roguelike I was working on years ago while digging through my inbox.  The great thing is that the two totally complement each other.  Most of my work on the above was on the front-end, the graphical pretty stuff.  Most of my work on the current one has been on the back end — character creation and the like.

I make no apologies for making 'neko' a race option.And since I was, even then, a great big fan of object-orientation and plentiful comments, methinks the two will get along quite nicely.  I like how each of them solves a bunch of problems I was avoiding in the other.

This isn’t even getting into the massive inspiration attack I’m suffering from regarding writing right now.  I think I’m gonna get on that.

Current music: The Truth, by The Spill Canvas, via Pandora.  Never heard of them.  I think I like them.

Ah, Pandora.  I’ve missed you so.

Programming and Text Adventures

Wednesday, July 1st, 2009

I’ve loved computer programming for quite a while now.  I don’t know exactly how old I was when I first started programming in QBASIC, but I know there was a book on BASIC programming I checked out from my school library over and over again sometime in elementary school.  I didn’t have a way to write the programs in it at the time, but I loved reading it.  A couple of years later I started on QBASIC. (You don’t need line numbers?  The line numbers don’t have to be in order?)  Then I got a computer that wasn’t hopelessly out of date and went off to ASMSA, where I learned Java, my language of choice since (though Python is pretty neat).  Most of my class notes for the next couple of years included snippets of Java code.

So programming’s been part of my life for a while now.  Sadly, I’m kind of out of date.  Since I started serious work on my writing last year, a lot of my other hobbies have fallen by the wayside (notably not including gaming).  Programming’s one of these, and it kind of makes me sad sometimes.

I don’t know where I’m going with this.  (Am I allowed to admit that?)  But I have to wrap it up somehow, right?  Oh, hey, I remember now!  I’ve been being attacked by programming ideas again lately.  Mostly I’ve just been jotting them down for later reference, but a couple have stuck with me.  One of these has to do with Inform.

Inform is this lovely little programming language I discovered . . . four or five years ago at ASMSA.  (Whoah.  That long?)  In short, it’s a programming language designed for writing text adventures, and if you don’t know what those are I’m not going to spend a lot of time explaining them in this post.  It’s been a while since I played with Inform, and apparently there’s been a major upgrade to the language since I last did (as in, apparently the coding is intended to be in natural language now — whoah — but I’ve not yet toyed with the new version.)  Nonetheless, if I write a text adventure any time soon, it’ll be in Inform.  And I just might, because I have a nifty idea.

I love indie games.  I love books.  I’m a writer.  I’m a programmer.  Why not smash these together a bit?  I have an idea for a text adventure prequel to a duology that’s been kicking around the back of my head for a while now.  I think it’d be neat — the text adventure available free on this site, with some references back and forth between it and the duology so that neither is necessary to enjoy the other, but they enhance each other.

That’s about it for tonight.  I bid you all well.

Current Music: Creedence Clearwater Revival, Bad Moon Rising.  I’m listening to a Pandora station seeded on Johnny Cash right now.  I love Johnny Cash.

Blocked! Or, I’m not churning out 1K words a day right now.

Saturday, June 27th, 2009

Right now, I don’t have a standardized writing process.  What I have is a mashed-together mess of a process that sometimes works, sometimes doesn’t, but is generally providing gradual forward progress on my book.  Except for the last week or so, and random intervals of time scattered over the last nine or ten months.

Here’s my writing process as it stands right now: Every moment I don’t have free, I think about my writing.  Every moment I do have free, I think, “Gee, I should probably be writing right now.”  On a “good” day, I get a couple of hours of writing done.  On a “bad” day, my dwarf fortress shows marked improvement.  I think there might be a connection back there somewhere.

Scheduling writing time worked great for me for a while, but it’s been running into some annoying problems lately.  You know the type: the ones that you know you should have expected, that you kind of did expect in the back of your mind, but that you set aside as basically unimportant.

In this case, it’s rescheduling.  I understand that I need to be able to reschedule my writing time, sometimes cancel it altogether.  Heck — half the appeal of being a full-time writer is setting my own schedule, and letting it be fluid (or designing it so it doesn’t generally need to be).  Trouble is, sometimes stuff comes up that makes it hard to stick to that rescheduling.  Like dwarf fortress.  It’s a lot easier to stick to the original “I’m writing at 3,” possibly because at 5 I’m thinking, “Oh, I’ve already rescheduled it once today, another hour won’t hurt.”  Of course, it’s important stuff pushing my writing time around.  Yesterday a friend I hadn’t seen in a long time dropped by, and we hung out for a few hours.  Today we got a surprise call we’d been waiting for for weeks and spent the day on a scavenger hunt for all the stuff needed for health insurance, checking out the car we’re getting in the process, and topped it off with hanging out with a different friend we hadn’t seen in a while.  All important stuff.

And then there are the days I sit down and write two thousand words.  (Jay Lake, it should be noted, writes something like 4K a day regularly, over the course of two hours, when he’s on his rough drafts.  I don’t know how he does it.)  Thing is, I love writing.  I really do.  And I don’t feel that Dwarf Fortress, or random visits from friends, are what’s really contributing to my writer’s block right now.  The first is a symptom (I don’t know what to write, I’ll go consign some dwarves to their doom); the second is just a random happy occurrence that happens to interrupt my staring-at-the-screen time.

My writer’s block comes because I’ve waited entirely to long to make some important decisions about Derelict.  Such as which ending, exactly, to use.  Such as how much the story is a space opera, and how much it’s a fantasy in space.  (The two are pretty similar, but the difference is in how I look at it.)  Such as how telekinesis actually works (which might or might not be important to this story, but will definitely be important in the sequel, and I don’t want to lay the wrong foundation.)

The irony is, I’ve written over five hundred words on this blog post, and I’m only really aiming at a thousand a day on Derelict.  Well.  We’ll see how it goes.

Current music: The High Court, Whisper to the Clouds (via Pandora).

Dwarf Fortress

Friday, June 19th, 2009

Today I decided to boot up a game I haven’t played in a while: Dwarf Fortress.  Dwarf Fortress is one of those beautiful indie games that kind of blows your mind.  It’s a modern game — it’ll use whatever system resources you give it and ask for more, and it’s not because of bad programming — but it uses ascii art.  That is to say, everything in the game is represented by text characters.  (Well, that’s not entirely true; there are a few custom tiles — but the basic concept holds.)  All that processing power goes to simulation.

Now, I’m not going to tell you that Dwarf Fortress is a fun game.  I will tell you that it’s eleven thirty PM and I just took a break after starting at eleven . . . in the morning.  I was a bit sad because all my dwarves died of thirst.  This seems to have been due primarily to two factors:  First, my cook baked all the alcohol into biscuits: and second, I didn’t explicitly tell my dwarves to drink from the three ponds on the fortress’s front lawn.  I learned I had problems when they all threw tantrums and dropped dead.  Ironically, I didn’t notice sooner because I was building an underground reservoir to get them through the winter . . .

But in situations like that, one must always remember the game’s mantra: “Losing is fun.”  And in this game, it really is.  Of course, I’ve been a fan of roguelikes for a while, and that may skew my perception — one feature of the roguelike genre is that when your character dies, it’s gone.  No loading a saved game.  Your little fifteenth-level venom mage gets a spot on the high score table, and that’s it.

Dwarf Fortress is, in many ways, a very advanced roguelike.  Its adventure mode, in fact, is a roguelike.  But to me, fortress mode is where it’s at.  You take control of a group of dwarves and build your fortress from the ground down in a procedurally generated world.  You dig out the floorplan, manage the resources, and find clever ways to solve problems (or die).  In my opinion, it’s the best sandbox game I’ve ever played.

Unfortunately, it has an even steeper learning curve than most roguelikes.  Expect to devote a while to learning the interface, and read up on getting started in the Dwarf Fortress wiki.  You’ll probably lose your first fortress pretty fast.  You’ll lose your other fortresses too, but it might not take as long.

If you want an idea of just how wacky a game of Dwarf Fortress can get, check out Boatmurdered.  I understand elephants aren’t as homicidal as they used to be, and the carp aren’t as vicious, but I did lose a dwarf to a pike recently, so don’t think the game’s gone soft or anything.

Now if you’ll excuse me, I need to go reclaim a fortress.

Current music: The Cranberries, Linger, via  Pandora.  I love the Cranberries, and Zombie is probably one of my 25 favorite songs of all time.  (Ooh, Otherside.  I love this one too.)