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Showing posts from July, 2022

Emphasizing the Last Turn

The Inky editor  allows you to play and rewind the game as you edit your ink script.  Inky can export the game to the web, using a template consisting of the required HTML, CSS and Javascript. Writing web-based interaction with Ink  describes how the template interacts with the Ink script and covers customizing appearance using CSS. As you play, the story scrolls up the screen.  Fairly early on, I found that I was having trouble separating text from the current turn (last choice) from previous turns. This seemed like a good opportunity to experiment with altering the default template. The standard paragraph style is: p { font-size : 13pt ; color : #888 ; /* color: rgb(229, 29, 29); */ line-height : 1.7em ; font-weight : lighter ; } I added a new class with a slightly larger font size and weight: /* Tom */ .last_turn { font-size : 14pt ; color : #000 ; font-weight : bolder ; /* color: rgb(29, 29, 29); */ } Then a little bit of code in the main.js fi

Welcome! Starting the Lethe Project

On June 16, 2022, the followers of Aaron A. Reed's 50 Years of Text Games substack received "Bonus Article:Amnesia. The doomed text game from a lauded sci-fi writer with ambitions too big for its disks" . It's a fascinating read, describing how leading science fiction writer Thomas M. Disch and a talented programmer Kevin Bentley wrote 1986's Amnesia computer game.  He includes links to the original manuscript, a browser emulation of the original game, and 'Amnesia Restored' - an expanded version produced by a large team of students and faculty at Washington State University. Disch's manuscript runs 436 pages, containing too much material to fit on the floppy disks in most PCs in 1986.  T he content represents a challenge to the parser-based user interface common to interactive fiction of the era.  It reads like narrative, with some implementation suggestions. The original Amnesia, and Amnesia Restored, match text typed by the player to choices in the