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

25.4.10

Meanwhile

Meanwhile, in another time and another world...

The Box

The desert sun is low in the sky. She tilts back her head and its red rays stab past the brim of her cap. She squints. The two of them sit facing the distant cluster of rusting, dust-caked buildings that make up the town.

“Five dollars,” Raoul says. “The cork, without breaking the bottle.”

“Nah,” she says. “Not possible.”

He raises a six shooter, sights down the barrel, squeezes the trigger. Twenty paces away, on a haphazard stone wall, a green bottle loses its cork.

“Five bucks,” she says. “Green stuff, right? None of your funny robot money.”

“Green as a twelve day corpse.”

She takes the six shooter and draws back the hammer, takes careful aim at the next green bottle in the row.

“...can feel it on me...!”

She thumps the large wooden trunk she sits upon. “Shuddup in there!”

Back to sighting down the barrel. She pulls the trigger. A bottle explodes. “Shit.”

“...let me out...!”

He holds out a tanned, calloused hand. “Pay up.”

She presses the revolver into his palm. “I'm no good with six guns. I need way more bullets than that.”

He holsters the weapon with a twirl. “Money, not excuses.”

“Elias owes me. Get it from him.”

“Shit.”

“...on my face...!”

He reaches across and thumps on the trunk. “There's no scorpion in there. We lied. It's all in your head. So relax, amigo. It's almost sunset. Then we let you out.”

“...on my gods-damned face...!”

She stares straight ahead. “No scorpions in the scorpion box? Wow. That's pretty clever. I guess.”

He looks at her with eagle-sharp eyes. “You should know, you put him in- Oh Fiona, no, you didn't!”

She bites her lip. “What? I didn't what? Put scorpions in the scorpion box? I mean, it's only called 'the scorpion box', obviously I'd know not to be put scorpions in there!”

“Scorpions! More than one! Get off the poor bastardo!”

She stands up while Raoul rummages in his pockets for the key, wipes her nose on her sleeve. “He's gone awful quiet, don't you think?”

He slowly lifts the lid of the trunk.

They both stare inside.

She puts her hands on her hips. “Huh. I thought the ones with small pincers were supposed to be harmless.”

He lets the lid fall closed and sighs. “No, they have deadly stings, hermana, that's why they don't need big pincers.”

“Yeah, actually, that makes sense. I shoulda asked you before.”

“I'd have told you we don't want scorpions in there however big the pincers are!”

She pulls down her cap. “You know, maybe that's what Mute was on about. Maybe I should pay more attention when he's waving his hands around. Anyhow, we gotta bury this sucker before he finds out.”

Raoul takes a step backwards. “We? I like that. That's cute. I never seen you act naïve before.”

She kicks open the trunk. A lone scorpion scuttles out, scanning its surroundings with tiny microwave dishes. “So two of the old posse are there when a petty criminal dies in a grotesque execution. And one of 'em's like, Hey Mute, it weren't me, she twisted my arm!”

“It's always something with you, isn't it?” he snarls, before switching to a perfect mimicry of her harsh drawl: “'My new turret has a mind of its own!' 'Elias stole my soap!' 'Gertrude stopped speaking to me!' 'I don't know how I got that bounty on my head!'”

“Shuddup and find a spade.”

He jabs a finger at his broad chest. “You dig. I keep look out.”

*

The desert sun touches the horizon, an orange halo around her bobbing head as she steadily descends into the barren soil. He squats nearby, watching.

“Raoul, there's scorpions in my grave. If they sting me, you gotta suck the poison out.”

“Five dollars,” he says. “Your hat, without blowing out your brains”

28.3.09

Best Puzzles

Image from Gun Mute's IFWiki page.

Gun Mute was nominated for every 2008 XYZZY Award going, and won Best Puzzles. Kind of interesting, because if you ask me what the one thing I like least about most IF games is... it's the puzzles.

"The XYZZY Awards are an event to recognize extraordinary interactive fiction, serving a similar role to the Academy Awards."

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


Gun Mute
A texty shoot-em-up.

As Mute Lawton, a quick-draw gunslinger in a post-apocalyptic wasteland, it's up to you to shoot your way through the sheriff's posse of mutants and cyborgs until you reach the final showdown...


-Download .t3 file (600kb) [Random mirror]
-Download zipped windows application (1Mb)

--INSTRUCTIONS--

-If you have Windows, you may prefer to download the zipped executable. Just click the link above, unzip the download and double click the application.
-Alternatively, if you're a seasoned IF player, or you're using Linux or a Mac, download the .t3 version. Run the file with an interpreter from this page.

--EXTRAS--

You can find some extras (and some spoilers) here.

--ORIGINAL ANNOUNCEMENT--

>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.

Click here to read all my blog posts on Gun Mute. (Spoilers!)

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...

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.

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.