Showing posts with label Gun Mute. Show all posts
Showing posts with label Gun Mute. Show all posts

20.7.08

Gun Mute: Version 6 and Extras

Gun Mute: Version 6

Version 6 of Gun Mute fixes a few bugs that you hopefully never saw, but that might have been a bit jarring if you did.

The new files are in the same place as the old ones:

-Windows executable - a zip file containing a simple double-click-to-run file for Windows.
-.t3 file -a file that can be run with interpreters for Windows, Mac and Linux.

And because that's not especially interesting, here's a little something... extra.

Gun Mute: Extras

1.  Design Notes

It took twelve A4 pages to design Gun Mute. Here are the four most interesting ones.


This was my first attempt at putting names to puzzles. In the next such document, the cast was pretty much finalised, but there are a few differences in this one. (Warning: puzzle spoilers!)


Atomic April was originally a lot more complicated than she is now. I had trouble making this puzzle hang together until I decided to give her a 'transparent brain jar'. Now she's one of my favourite characters.  If you can make any sense of the diagram above, you're doing better than me.


I wrote out the Sheriff's speech in one go, during a bout of insomnia. My handwriting is much neater at one in the morning it seems. (Warning: plot spoilers!)


Towards the end of development, I suddenly became worried that the game was too short, and quickly cooked up three extra characters who never made it into the game. The hypnotist would have been called Mesmer the Amazing.

Obviously, you can find additional design notes on this blog, in my Gun Mute category.

2. Deleted Scene


This tutorial sequence was completed but never fully fleshed out. Ultimately I decided that it was completely unnecessary and only likely to interrupt the game's urgent flow towards noon. (Warning: plot spoilers!)

3. Alternate Ending

The game was originally going to end with Mute and Elias riding away on a robot horse, with Juanita tagging along if you had de-programmed her. As I worked on the game, though, it became increasingly more difficult to come up with a good reason why they'd leave town after systematically killing everyone who might cause them trouble, especially after I started adding more friendly and ambiguous characters. Eventually I came up with the ending that the game currently has, which nevertheless went through two or three iterations.

4. Secrets


It really is worth pointing and waving around friendly characters, especially after you've relieved their burdens. I did my best to implement responses to pointing at pretty much every object around them.  Most of it is just small talk, but there are a few mentions of bigger things. It is possible, for example, to get Elias to mention Robo-City Alpha.

5. Feelies

I did start work on a little extra that was going to be included with the game: a tourist pamphlet for the Radiation Plains, trying to appeal to the inhabitants of 'Robo-City Alpha'. It started with a foreword by Sheriff Clayton, talking about his efforts to make the area safe, and then featured three testimonials by happy tourists, including a robot drone looking to relax among the meat bags, a once-human intelligence from the Atmospheric Networks (as mentioned by the plainswoman) who enjoyed reminding herself of the misery of physical form, and a third perspective that I can't actually remember. All this was interspersed with little boxes dispelling common myths about the plains, such as the likelihood of turning into a mutant zomboid.

The chief issue with this document was formatting: I just lumped it all into a crappy html file, and I didn't really have the confidence in it to spend time getting it into shape. The Radiation Plains tourist brochure may now be lost for all time, as I don't seem to have backed it up from my old - now deceased - computer. I wouldn't worry too much, though - it really was a bit rubbish.

6. The End

Well, that's pretty much everything I can think of that might interest you. Please stop playing Gun Mute so that I won't have to fix anymore bugs.

19.7.08

I really can't do anything on Saturdays. I should probably stop planning things for them. Anyway, tomorrow I will hopefully have an update for Gun Mute that fixes a few egregious bugs. I may possibly also be in the mood to drop a few hints about the shape of my next IF project...

12.3.08

Gun Mute: Download Now


>look
Dingy Backstreet Saloon
The air is thick with smoke and precious little light seeps in through the grimy windows. The tables are cracked and uneven - deserted, save one that seats an old, grubby storybot.

A cloaked form leans hunched over the bar, snoring quietly. The bartender, you presume.

>x storybot
A relic from ancient times – a plastic figure vaguely resembling a woman. Its clothes have long since degenerated into rags. You notice a slot in its upraised palm, just the right size to accept a coin. The storybot sits slumped back in its chair, eyes closed.

>inventory
You are carrying a rusted six shooter and a handful of coins. You're wearing a heavy overcoat, a battered pair of jeans and some sturdy boots.

>put coin in slot
You sit opposite the storybot and slip a coin into its palm. It twitches a couple of times and then opens its eyes with a dry click. With the hiss of unhealthy hydraulics, it sits upright and meets your eye.

Its mouth drops open and a recorded voice emerges. "Hello. Would you like to hear a story?"

>yes
"Yeah," you drawl, curious, but not that enthusiastic.

The storybot's mouth flicks open again. "Perhaps you would like to hear the story of Mute Lawton? A quiet man with a passionate heart, he faced great odds with only a six shooter and a steady hand. An execution loomed over him like a black shadow, but his resolve was set."

You look at the storybot more carefully. Could this old contraption have something to share other than the usual fairy tales of the Old World? Did someone reprogram it, or, somehow, did it learn new stories itself? But its glassy eyes stare back at you stupidly. Just a machine. That's all.

>ask about mute lawton
"Yeah," you say, trying not to sound as interested as you really are, "tell me about that guy."

And then, to your great disappointment, the storybot starts to jerk epileptically, its head thrown back, its eyes flicking open and closed. "Error! Story not found. Please download TADS 3 game file or zipped Windows executable as required."

>hit storybot
You hit the storybot's plastic head with the palm of your hand. It ceases moving and slumps back into its chair. Damn it. That sounded like a half-interesting story. You quickly look over the storybot for a way to retrieve your coin, but it doesn't look like you'll be getting a refund. You still have enough change for a drink, though, and that is why you came here.

>give coin to bartender
Sighing, you stand up from your seat and walk over to the bar.

[Gun Mute: a TADS 3 shoot-em-up. Thank you for reading.]

Update: I'm surprised to realise that this game already seems to be all over the Internet. Read more at: Gnome's Lair, Indie Games: The Weblog, TIGSource, the IFDB, Jay is Games and Mobygames.

11.2.08

Atomic April: A Couplet


Atomic April keeps her brain behind glass.
If you think that's silly, she'll kick your arse...

(May require an English accent to get that to rhyme.)

19.1.08

Gun Mute: Let's Also Beta

I've uploaded Version 4 of Snowblind Aces - just a few little tweaks and fixes, including the mother of all typos. It's time to move on, I think, and finally get my mute cowboy game into beta.

Picking the game up again for the first time in a couple of months has given me mixed feelings about it. One important decision I made with Snowblind Aces - which I think is probably going to apply to all my future games - was: no puzzles. The thing is: I hate puzzles. There's nothing more annoying than a game with great atmosphere, characters and dialogue, which then expects you to take a break and figure out different ways to open a door.

My mute cowboy game, henceforth called Gun Mute, is a step in that direction in that I tried to make it about simple combat-oriented puzzles, but I still worry about the gameplay - and also everything else. But, well, it's practically done, so I might as well get it out there.

If you want to volunteer as a tester, feel free to comment below. Alternatively, I may come to you...

2.12.07

High Score

The End

Work on my mute cowboy game has now officially advanced from 'implementing things' to 'ironing out niggles'. I'll iron out as many as I can over the next week or so (depending on how many I find) and then it's onward to beta testing, if I can find any schmucks to inflict my game on.

Working title thus far has been High Noon on Radiation Plains, but I should maybe change that. I haven't been able to come up with anything better, though, except perhaps Gun Mute, or is that even more rubbish?

Distractions and worries are on the horizon for the next fortnight. I'll also have to change my ISP as my sweet dial-up service is being discontinued and I've now realised that most people are paying twice as much as I am for dial-up and slightly more than twice as much for broadband. On the plus side, I will be getting a faster connection. On the down side, if there are any problems I will be muchly without internet access and will probably die of withdrawal.

17.11.07

Getting There... Again

I shot the sheriff... and I also shot his deputies...

Back on planet Earth, I've been working on my mute cowboy game. I've done a lot of stuff, but there's still a lot more left. Mostly, though, what's left is decoration. In IF, unlike in static fiction, you can't just mention something tangential and then forget about it. You have to anticipate that the player may try and interact with that object in logical (and not-so logical) ways.

And IF isn't just implementation, it's writing as well, with its own unique challenges. When you have a program that spits out text, it can be hard to tell what sentence is going to end up next to what, so, for example, the code that produces the description of the saloon front ends up using the word 'sit' twice in succession (once for the tractor, once for the late deputy - I'm gonna have to change that) even though those two sentences are in completely different files on my hard drive (one for locations, one for characters). The text above should be considered a first draft of the text that'll make it into the final game.

Anyhoo, this is what I've been up to while I sent you lot off to Mars for the week. 'x' by the way, is shorthand for 'examine', if you didn't already know that.

1.11.07

November

Well, it's November. Good luck to all you NaNoWriMo-ers out there.

I'm going to try and make sure I get my mute cowboy game into beta this month. It's, ooooh, I dunno, about half done? The skeleton is there, but it needs a few more bones and a whole lot of flesh.

11.10.07

Na-NO-WriMo

Don't think I'm going to attempt NaNoWriMo this year. Too much on my plate, for one thing. For another, now that I've had a taste of actually finishing a substantial project, I definitely want more. I'm going to keep plugging away at this mute cowboy game until it's done. And I need to watch The Good, the Bad and the Ugly again sometime soon to try and kick-start my brain into nifty execution/rescue scene producing mode, as that is the main thing that has me stumped.

So far the finale looks like this in my head:

Only the evil sheriff will also be there, but I am too tired to try and draw him right now, and it will all be in text anyway. I see a three-way shooting kind of puzzle, where you can shoot the sheriff only to lose Elias, or save Elias only to be shot by the sheriff, so cleverness will be required to live happily ever after. Or 'ride into the sunset' as cowboys call it. (Except I guess it'll actually be noon at this point in the game, so I can't do that.)

30.9.07

Announce-Me-Do

High Noon partial screenshot

The games for IFComp are being released tomorrow, so I suddenly feel the need to confirm what I'm working on. My next project is a 'shooty IF game', in which you play a gay cowboy with no tongue who must shoot his way through a posse of mutants and cyborgs to rescue his lover from the noose.

I'm aiming to create a light, fun game that will quickly move you through a variety of locations, where you'll be faced with various henchmen and women of the sheriff's. You'll have to figure out what to do to defeat each baddie, and then move on to the next area. Kind of like Wario Ware meets Unforgiven.

As we'll be experiencing an influx of 30-50 odd shortish Interactive Fiction games tomorrow, I wouldn't really want to release a shortish IF game of my own, outside the competition, anytime soon. I'm hoping to start beta-testing by November, and then release it at some unspecified point around or after the New Year.

22.9.07

So what am I working on anyway?


I'm too easily distracted.