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"There is only one admirable form
of the imagination: the imagination that is so intense that it creates a
new reality, that it makes things happen."- Sean O'Faolin

Interactive Science Fiction Fantasy Adventure
The next
electrifying fantasy adventure in the world-famous Pentari series.
After saving the Kingdom of
Pentari from ruin and total destruction in First Light, you have ascended from the
ranks and installed as Governor of the new sixth city of
the empire across the Quondem Ocean. This bold move to expand the
kingdom to the distant shores of Umbra comes with great rewards and much
uncertainty.
Lest you forget - the
rogue wizards who nearly destroyed the Empire hailed from Umbra.
The growing young city of
Lindon is making quite a mark on the natives; some embrace your
settlement while others shun it and seek to snuff it out. An
ancient threat known only in legends grows in strength outside Lindon's
walls. As the leader of the thriving young City of Lindon, you must
protect your people and the interests of the Empire. Taking
matters into your own hands, many dangerous tasks lie in front of you
as well as a line in the sand you are dared to cross.
Appearing August 2007
Designer's Journal
20 August 2007
The Tortoise and the Hare
I'm starting to see a whole new wisdom
in the old saying "slow and steady wins the race."
Pentari: Second Dawn is now on Release
Candidate 4 and bug reports have slowed down to a faint trickle. The
primary reason for this is that a small army of readers and players have
been drilling and testing this science fiction adventure for over a month
now.
The other reason is that I'm a little
short staffed just now.
One of my testers is in the hospital
for a scheduled procedure (funny how one of my testers was in the hospital
during The Apprentice testing too, eh? Some folks may wish to NOT
volunteer to test my next title!!) and another is on vacation until
tomorrow.
Since the chap in the hospital is one
of my oldest friends, one of the buddies I'd hang with during my teen
years and play Infocom games with, I didn't give a second thought to
waiting until he was back home and able to play. And the fellow on
vacation is a seasoned English teacher who has been a tremendous resource
where editing the prose is concerned. He's also a tremendous Infocom fan.
Scott and Arnie are well worth waiting
for. Each day I wait, Second Dawn gets better.
One of my veteran testers told me
(while going through Release Candidate 3) "Wow, there are hardly any bugs
anywhere!" Now that's one very serious compliment coming from him!
I'm liking this more relaxed approach a
lot. No more rushing around to meet an artificially-imposed
deadline. No more sweating it out and hoping we caught every last bug (we
never do. Infocom never did. It's just dang blamed impossible but we
still try our very best....) just to slap my forehead and exclaim "DOH!"
when the first post-launch bug report lands in my inbox like a bomb.
Waiting a couple of extra weeks lets
players really explore the title in their own time and on their own terms.
This relaxed approach lets the reader think of new things to try and new
possibilities which leads to new discoveries.
And while they're on the path of
adventure that leaves me free to dabble a bit with the details and fine
tune the surroundings to get everything just right.
I've been a wine connoisseur for quite
some time but only now can I appreciate the economics of fine wine. Fine
wine starts with the finest grapes, a very long time to ferment and mature
which leads to a respectable price tag. You can buy a $5 bottle of Glen
Ellen aged one year and get an acceptable glass of wine. Or you can wait
quite a while longer for the really good stuff, pay three, four or five
times the price (or more!) but you end up with a truly impressive
experience from the very first sip.
I find that approach very agreeable not
just as a consumer but as a producer.
On a closing note to this blog --
Second Dawn pre-orders are now being accepted and we are shipping Second
Dawn on August 31st - right in time for the long Labor Day weekend.
2 August 2007
The Beginning of the
End is Nigh.

Pentari: Second Dawn Release Candidate
1 was sent out some two hours ago.
It's "Game On!" as two teams of quality
control experts scour every inch of Lindon and her outskirts as well as
the City of Eddington and the Ethereal Plane of Atrii making sure every
last aspect of this new fantasy adventure is completely and utterly
perfect.
And fun. Let's not forget fun.
Because the fun is the thing, isn't it?
Every story that makes the grade must engage the reader and I'm proud to
say that Second Dawn accomplishes this in two distinct ways:
1) The ever-present crossover between
Second Dawn and The Apprentice lends two different
perspectives to the exact same story. Readers will be gratified and
giggling when they experience every nuance of the plot as portrayed from
two different points of view. Naturally, one must experience both titles
to savor the ironies and the intricacies of this first-ever crossover in
science fiction history.
2) Standing on its own, Second Dawn is
a very satisfying sojourn into the realm of the fantasy adventure.
Magic, mirth and mystery can be found at almost every step as you, the
main character in the adventure, go forth to save Lindon from obliteration
at the hands of a bitter foe.
I expect to hammer out a few
last-minute bugs and add a couple of additional mood-enhancing elements.
Apart from that, I'm done.
Then it's off to Vegas. Hoorah!
27 July 2007
Crawling Towards the Finish Line
My latest foray into the fantasy
adventure world is now 99.5% complete. Pentari: Second Dawn can be
successfully completed right to the end (I know because I tested the
endgame sequence just five minutes ago) and there's lots of awfully hard
puzzles along the way.
Some months back I alluded to crafting
Second Dawn to be the Spellbreaker of the 21st century because of the
complexity of the puzzles and the underlying philosophy of the plot.
Done.
I can say this because seasoned testers
who have played dozens of Infocom text adventure games and Malinche interactive fiction
titles over the years have been stumped by more than one puzzle in Second
Dawn.
I'm not going to blink on this; the
puzzles in my latest interactive fiction masterpiece are hard but they are
fair. No flinching.
Gang, put your brain into overdrive
before you start out on this text adventure game!
At this point I need to expand some
logical interplay with some of the spells and magic artifacts such that
casting a growth spell on an already-massive troll will be pretty funny
and trying to blast a little old lady with the Golden Orb might spell
trouble for you!
Second Dawn enters beta testing tonight
with beta 1 being sent to two different test teams.
With the cover art almost finished and
the primary gizmo we're putting in the folio edition still in production,
there's absolutely no reason to hurry.
So we're not.
15 July 2007
Pentari: Second
Dawn Enters Alpha Test
Tonight, Second Dawn Alpha 1 entered
Alpha test with four veteran play testers.
Yeah I know that just three days ago I
said that we'd release the game to three different alpha teams.
I changed my mind as is my privilege.
The power of an Implementor can be frightening at times.
There are half a dozen or so puzzles I
need to complete, a couple of NPCs to expand and a plot twist or two that
begs elaboration.
With this in mind I thought it prudent
to release Second Dawn to my most seasoned, most experienced veteran play
testers. A team of players that have been with me practically since
the beginning of Malinche almost five years ago.
Yes there's a bit more to do. Even so
the game can be started and finished with no undue amount of detective
work.
With The Apprentice
there was a tremendous sense of urgency because we had to make a May 24th
launch brooking no delays.
Second Dawn has none of that pressure
so I told the testers to go nice and easy as they set out to explore
Eddington, the capital of Pentari itself and Lindon, the newest addition
to the Empire.
With Eliza Gauger working on the cover
art and one of our manufacturer's still formulating one of the "feelies"
to be included with the folio edition, there's no rush at all.
On that note I'm saying here and now
that I am DONE with deadlines.
Yeah, I know that deadlines serve to
inspire and motivate with the pressing sense of a "due by" date but this
is absurd.
I blew every deadline for The
Apprentice and Second Dawn so far out that I would do the late great
Douglas Adams proud. Mr. Douglas Adams, God bless him, was notorious
for missing every deadline ever set and putting forth some truly great
writing whenever he felt like it/got around to it/felt motivated/etc. much
to the chagrin of his editors, his publishers, his agent and his fans.
I think he knew something that I don't.
"A Saint in Sin City" is set with a
preliminary launch date of December. We'll probably miss that date
and that's OK by me. I'm not one to sit on the fence but I have to
find a fine balance between the writer in me and the businessman I am.
I have no intention of turning out one
new interactive fiction every other blue moon either just so we're clear.
:)
My ultimate goal is to publish two
interactive fiction titles per year and settling for no less than one per
year. Wishes can come true don't you know?
On a lighter note let me turn the
spotlight on some of the really monumental things waiting for you in
Second Dawn...
There is a rich history of Pentari that
runs deep and meaningful giving you, the reader of this science fiction
epic, a true sense of purpose and pride as you go forth and protect the
Kingdom's latest claim in the world.
Really cool new magic spells are all
over the place with lots of good fun to be expected. The
super-powerful Skyfire can do some very serious damage whenever you call
it down. Scry will literally tell you the future of your adventure from
several different points of time in the fantasy adventure then there are
some old favorites like Fwoosh, Repeal and Aera which can be of real help
to the adventurer in a pinch.
I'm particularly proud of the Scry
spell. It lets me give you some nice, subtle hints while allowing me
to convey a number of different perspectives of where the story might go
at any given time.
The Three Orbs of Power from
Pentari: First Light are in your possession from
the very start of the game. It's very reassuring for you to have all
that power at your fingertips starting out but more than a little
unsettling when you realize that even the Orbs may not be sufficient
against some of the powerful forces aligned against you.
There is an over-the-top text adventure
game sequence and Easter Egg that every Zork fan will savor for the rest
of their lives. I mean it. I'm a Zork fan and if I experienced the Easter
Egg in Second Dawn I'd be giggling and grinning for a solid day.
I took a philosophical turn and
Implemented a higher concept of existence prevalent throughout Second Dawn
that many spiritual people and metaphysics mavens will appreciate. This
introduction of higher-order thinking is not only enlightening, it's
relevant to the plot and entertaining as well.
I embedded a message into the fantasy
adventure that will make perfect sense once you get to endgame. I
ask you all to get to endgame, scrutinize every word and consider every
transpired event very carefully before developing an opinion. Hasty
conclusions are verboten.
All told it could be said that playing
Second Dawn from start to finish will be a moving, religious experience on
top of being entertaining and thought-provoking.
As an artist I couldn't hope for
better.
12 July 2007 10:01 PM EST
Second Dawn has Compiled Successfully.
Starting this
morning and working through lunch, I took a brief break in the
afternoon and kept on going all through the night. I added 35 new
rooms, more than 50 new objects and tore through over 100 new
bugs.
Twelve hours of gushing inspiration later I found myself at the finish line.
Second Dawn now compiles flawlessly and stands at 239 distinct locations.
Yawning as I am despite the Raging Bull pumping me up, I stand back in amazement of how I did so much in a single day.
I just rode the river of inspiration and let it take me to my destination.
Some days my
inspiration meter is flat-lined and I won't even look at interactive
fiction source code. Other days I don't Implement at all but just
sit at my desk and think up new plots and puzzles.
Then
there's a day like today where I'm full-tilt boogie from morning to
night with new rooms, ideas and puzzles leaving plenty of brainpower
left over for debugging and other analytical tasks.
OK so Second Dawn compiles successfully. Am I done with this science fiction masterpiece?
Of course not. If you've been following my work for any length of time you should know that there's more yet to do.
I plan to issue Second Dawn Alpha 1 to THREE play test teams this Sunday.
8 July 2007
The Home Stretch
Starting Friday and wrapping it up
today, I ran through the first set of compiles of Second Dawn. As with The
Apprentice, I sliced through 200 or so blatant bugs and ended up with just
some error messages "complaining" about missing rooms.
About 50 of them.
All in all it looks like Second Dawn
will have a game area some 250 rooms or so in size. I might decide
to cut something that really doesn't fit or serve some purpose or I might
be inspired to make a last-minute addition that grows the game by 10 or
more locations.
Then there's still the matter of
completing a few puzzles and plot threads and we have a winner.
That plus the finishing touches of
Eliza's cover art and it's a wrap.
Meanwhile, I've been unable to help
myself with regard to focus. Three puzzles for Saints in Sin City
have already been documented in the baseline code which I implemented last
week.
4 July 2007
The Triumphant Return
of Eliza Gauger
Let no one doubt that hard work and
perseverance pays off.
After months of searching, emailing and
calling as I strived to contact her, one of my calling cards reached their
mark.
Eliza is on board and will resume her
work on Second Dawn's cover art.
The previous cover art will not be
totally eliminated but it will NOT be the cover art for Second Dawn.
And if Eliza is up to the challenge,
she'll do all the photography for "Saints in Sin City" as well. That'll
happen on location in Las Vegas, of course.
Talented women need to be kept busy
putting their talents to good use.
And Eliza is about as talented as they
come.
I am perfectly happy to delay the
premier of Second Dawn until Eliza's next Malinche artwork masterpiece is
ready.
2 July 2007
The Sun is Setting on Second Dawn
Implementing
Today I wrote the endgame sequence for
Second Dawn.
As with First Light but unlike all of
my other titles, there is a single way to win Second Dawn.
Unlike First Light, there will be very
few shortcuts to win the game. In First Light you could skip the
treasure hunt (and sacrifice a lot of points) and many of the other
objectives and go gunning right for the Lich Lord to snuff out the evil at
its source.
That's not to say you should do
that -- but it is possible. That's the beautiful thing about the
interactive fiction I write; I give you a very wide range of motion and
leave a lot of the big decisions up to you.
In Second Dawn you will be building
upon your other achievements during the course of your adventure which
will prepare you for the final sequence of events that brings lasting
peace and harmony to the Pentari universe.
At this point Second Dawn stands at 190
locations with maybe just a few more to be added We'll probably top
off at about 225 rooms or so when I'm all done.
There are a few mid-level puzzles to
work through and a few plot threads that need to be tied up. I fully
expect Second Dawn to enter Alpha testing within two weeks.
12 June 2007
I'm a Professional Boxer
Sure I'm built like a heavyweight boxer
or a professional football player but that's not what I'm talking about.
Reuniting with Boxer 7.5 for DOS
(scroll down a few months and read more about that) forced me to realize
the power of progress.
Geek Mode: <ENGAGED>
I was sitting in the Starbucks in
Matawan with some time to kill and my newest laptop by my side. The
latest addition to the Malinche arsenal is an Acer 5500. She's
nicely equipped with an AMD Turion TK-36, a gig of RAM, ATI Radeon
graphics and other things I hardly care about.
The only thing that really matters to
me in a laptop is its power to edit text.
That's why the Vista Premium operating
system pre-installed on the Acer really forced me sit up and pay attention.
I booted up my new Acer, dropped to DOS
(Ok, Command Prompt) and tried to run my ever-faithful friend Boxer 7.5
It crashed. Scowling I thought "WTF?"
Three more tries with various
configurations brought about the same results.
Shit. Boxer 7.5 is not compatible with
Vista.
I felt cold sweats break out all over
my body. Could I feel hives forming? Was I developing a nervous tic?
Reluctantly, I surfed over to
www.texteditor.com knowing that
Dave Hamel put out a Windows version of Boxer. Despite my resistance
to changing the tools I use that have been proven to work, I downloaded
Boxer 12.0.1 and took her out for a spin.
"WTF?!" I thought as I took
on the appearance of the mesmerized and tried out the
on-the-fly spell check and customized the environment to resemble DOS as
closely as possible.
I instantly spotted a dozen or more
spelling mistakes and made rapid corrections. In awe of this new
power I went ahead and crafted three new rooms in the village of
Cambridge.
Since Boxer 12 can handle files up to 2
GB in size there'll never be a multiple-file memory issue with my
interactive fiction titles.
I'm sold. Boxer 12.0.1 is now the
official text editor of Malinche. Boxer 7.5 will still see active
duty on Pegasus where I'll run through quick edits during the
compiling/debugging phase which I still do and will always do in DOS so
long as I am able. Long live DOS! Long live Boxer! Hoorah!
Geek Mode: <DISENGAGED>
With ongoing development of Pentari:
Second Dawn in Boxer 12.01, spelling mistakes will be eliminated before I
compile the first alpha version.
Every other development tool, platform
and environment I've ever tried is nothing compared to what Boxer can do.
Believe me when I say I tried them all.
I've been on the quest for the ultimate
operating environment since Malinche launched almost five years ago. Now
I've found it.
So, yes, you can consider me a
professional Boxer.
13 May 2007
An Easter Egg on
Mother's Day
With Second Dawn coming out next month
(June, 2007) I thought of the perfect Easter egg today.
Did you know that the legendary Zork
was released in June of 1977?
To celebrate this history-making 30th
birthday I wrote in the ultimate salute to Marc Blank, Dave Lebling, Tim Anderson and Bruce Daniels.
They are the Implementors of Zork and
Malinche wouldn't be possible if not for Zork.
I've got some more surprises in store
to salute Zork... I can't wait until June 1st!
5 April 2007
Outer Space is Back on The Table
On my blog entry of June 11th, 2006 I
talked about Second Dawn, as a fantasy adventure, intersecting with the
greater genre of science fiction. Back then I talked about my feelings in
heading that way and said it wasn't going to happen
My subconscious has steered back in
this direction and it is in this direction we are going. Everybody should
go with their gut instinct.
I am currently implementing the
Ethereal Plane of Atrii and my subconscious told me to implement a downed
jet aircraft. I already knew in my head that an alien spacecraft
shot it down. Yet I couldn't reconcile my inspiration with my
intention to implement a "pure" fantasy adventure.
It's settled. Second Dawn is a
fantasy adventure which will flirt with its first cousin science fiction.
But we won't get too close for comfort.
18 March 2007
Cover Art Unveiled
Alas, Eliza Gauger is not to be tracked
down and another artist who had promising work had an agent who
desperately needs anti-psychotic medication. Needless to say, negotiations
fell through.
Nevertheless! The search is over.... I
am proud to present the cover art for Second Dawn!

18 February 2007
Grues Make Their Triumphant
Return!
They're back and they're as ravenous
for adventurer's blood as ever! In Second Dawn they will remind the whole
world that they are a force to be reckoned with.
Who's up for trying to walk on
eggshells? (That's a game hint, folks.)
14 February 2007
Surmins and a Score to Settle.
It's been a long time since a surmin
appeared in a text adventure game, don't you think?
4 January 2007
At the height of the Infocom epoch they
labeled their interactive fiction titles with difficulty ratings.
Spellbreaker carried an "Expert" level while Wishbringer was ranked as
"Introductory".
Consider Second Dawn the Spellbreaker
of the 21st century and The Apprentice as the modern equivalent of
Wishbringer.
Both titles will be lots of fun for
young readers and seasoned adventurers. But Second Dawn is turning
out to be wicked hard. But fair. My puzzles are always fair
and make sense. Just make sure to load up on plenty of brain fuel
before starting out with Second Dawn.
What I also like is how I am able to
explore a slightly more serious aspect of science fiction with Second Dawn
and also keep it a bit lighter with The Apprentice. Both titles are
balancing each other nicely while each can very easily stand on their own
merits as independent fantasy adventure titles as well as being part of a
series.
27 September 2006
Endgame in Sight
This morning I made the crucial
breakthrough in determining what the "ultimate" puzzle for Second Dawn
will be leading to winning the game and, by extension, protecting the
Kingdom of Pentari.
Interactive Fiction owes its very
origins to Infocom and over the years I haven't kept this fact a secret.
This time I will make a tribute to Infocom like never before.
The ultimate puzzle in Second Dawn
involves an Implementer or two, a Coconut and Magic.
Die hard fans should be able to make
the connection immediately. Everyone else will enjoy the synergy and
savor Second Dawn's endgame as they make their way through this grand
adventure game.
22 August 2006
The Light and the Dark
I broke some serious ground in both
Second Dawn and The Apprentice tonight. I'm getting used to
programming in split screen.
Geek Mode: <ENGAGED>
I usually take turns coding my games on
any of my three Macs or my three Windows machines depending on my mood,
where I am and which of the two laptops I have with me in the event I am
traveling. In many cases both laptops are with me so it comes down
to which of the two laptops is closest to me in the hotel suite. Or
my mood. Oh heck, here comes an infinite loop.... CTRL-C to break
loop.
And we continue.
This project is seeing much more
Windows time. Or should I say Command Prompt time.
Hell, let's just call it DOS.
There, I admitted it. Heck, let me come right out and say that every
single interactive fiction title I've ever created has ultimately been
compiled in good old fashioned DOS but, yeah, under Windows XP.
Each title was opened in a separate
window on screen at the same time thanks to split screen. Old DOS
programmers and even some users out there will totally understand what I'm
talking about. I thrived on split screen as a teenager. Qmodem.
Procomm. DOS Edit. Boxer. Split screen was a sword and I wielded
that weapon masterfully.
Split screen does just what you think
it does; it splits the screen in half and displays two different files on
screen at the same time. Unlike that new fangled Windows stuff that
has a hard time displaying two windows at once without one taking the
backseat to the other, split screen allows me to simultaneously edit both
titles.
The two new additions to the Pentari
world are so complicated I actually had to go out and buy a new DOS editor. Ha
ha. "New" DOS editor. That's rich.
Check that. I had to call upon an
old friend to help me out of this one. My trusted companion on many
a coding project where the technology I was grappling with threatened to
murder thousands of my brain cells due to complexity.
I knew what I wanted to do. I
knew what I had to do. But the tools at my disposal just weren't
cutting the ice.
I called up Boxer Software and placed
my order for Boxer Version 7.5.
David Hamel, the man responsible for
Boxer, took the call himself. When I told him I wanted to order
Boxer 7.5 for DOS I swear he thought it was some kind of prank call.
Either that or he felt he was talking
to a DOS programmer who was just thawed after a ten year stint in
suspended animation.
He was right on both counts. I'd
used Boxer extensively in the late 1980s and early 1990s when I coded for
my multi-user Galacticom BBS platforms. Long live BayLine. All
hail Excaliber. I wrote jaw-dropping code and made those ancient
Internet precursors do things nobody could believe possible.
The functions and features I coded left
my customers stuttering in awe. Back then people paid by the hour to be
online. My competitors were Compu$erve, Delphi, etc. which were
giants in their industry at the time and threatened to crush little guys
like me. BBS Sysops were mavericks. And I was a member of the
Sysop aristocracy thanks in large part to my ability to write wicked
code and communicate like an educated adult although I was merely a
well-read teenager.
$14.95 unlimited DSL/cable modem access
was inconceivable back in the 1980s/1990s. You paid $6.00 per hour
for access. "Cut rate" prices of $3/hour for 1200 baud access was
dreamy. I took on the biggest boys in the game and charged 25 cents per
hour.
You young whipper snappers have no
idea how good you have it!
(Reference point --
1200 baud is roughly 750 times SLOWER than the slowest DSL connection. No,
I am not kidding. Does the introduction to BOFH make more sense now?)
How primitive were things back then?
Let me give you a couple of examples to serve as reference points:
When Hayes and US Robotics came out
with 14,400 baud modems my friends and I fantasized about those
modems more than a Traci Lords porno movie. Bear in mind we were all
teenagers....
Covered wagons would often pass me and
my friends out on the corner of Nostrand Avenue and Avenue X in Brooklyn
as we emerged from the Radio Shack store (the same one I had my very first
encounter with Zork in...) in a dream-like trance after perusing the
latest Radio Shack computer catalog. Playboy was "OK" but NOTHING
beat the Radio Shack computer catalog where adolescent excitement was
concerned.
Not even the coveted Suzanne Somers
issue.
(none of you have any idea about what
the fuck I'm talking about, right? Brave on, dear reader -- I'll get back
on track and lead you out of the woods...)
I was coding in Borland C++ back then
but that didn't matter. It was all text just as Inform is all text.
Time for history to repeat itself and
continue my legendary performance....
Dave Hamel told me the product was
retired almost two years ago. The tone in his voice told me he was
startled by my request. I asked him if it was still for sale.
He went and checked some closets and
came back to the phone some minutes later and said he could manage to
assemble a complete package for me.
That affirmative answer almost gave me
wood. Boxer is the best text editor on the planet. The Windows
version is, I'm sure, a splendid product.
But the Windows version just wouldn't
do anything for me. It had to the DOS version.
Dave sold his first copy of Boxer
Version 7.5 in something like two years to me.
I fired up my fully registered copy.
My giggling fit began immediately.
Stifling the urge to fall out of my
chair laughing in glee, I did some customizing to the Boxer environment to
make it work better for me. Super.
Another giggling fit took over for four
or five minute as glorious flashbacks washed over me. I felt the
power simply surging through my keyboard.
I limited myself to a chortle or two
every other minute as I started coding with my long-lost friend. It
was the sweetest kind of reunion.
Until the first time Boxer locked up
and I lost the footpath rooms near the Cryborne Mountains.
The thing crashed hard.
I discovered that using the mouse to
manipulate blocks of text in any way crashed the editor. I lost work
like three or four times. Shit.
A quick consultation with David led me
to conclude the mouse was just not to be used with Boxer. Keyboard
all the way. Bareback DOS. DOS the way it was meant to be.
Like in the old 2.11 or 3.3 days. Hubba hubba.
No more crashes. Glorious
creativity with the best text editor on the planet. Sexy!
Stop laughing. Neil Peart has the tools
of his trade and I have mine.
Drums haven't changed much over the
years and neither have text editors.
Geek Mode: <DISENGAGED>
Thanks to split screen and the
astonishing power and fluid-like operations of Boxer 7.5, I broke
ground on the crossover between both fantasy adventures.
One title has the dark while the other,
naturally, shines the light. Each is a twisted mirror reflection of
the other. What happens in one will reverberate in the other.
The tricky part is to implement the
crossover in each title in such a way so as to make it meaningful to
readers who decide to purchase one title and not the other yet still
deliver a powerful, totally moving experience to the player who
experiences the crossover if and when they explore both titles.
The trickier part is to implement all
of this in such a way so as to give away NO HINT of what the player should
do in either story except, perhaps, to reveal what the single best outcome
should be. But <giggle> you'll have absolutely no idea of how to
achieve that single best outcome until you figure it out on your own.
I am taking science fiction to the next
level here.
Cool. :)
1 August 2006
Red Line
Approaches
Winter. 2006. That's it.
No more delays. I'll forego sleep and food if I must but I will see
to it that The Apprentice and Second Dawn are released this Winter.
I'm write now (that's not a mistake)
Implementing Billy Bonkers' Candy Factory on the outskirts of Eddington.
Gnomes labor in the sun loading wagons of chocolate and other delectable
candies. And neither me nor the gnomes will stop working until these
interactive fiction titles are delivered unto you.
4 July 2006
I Changed My Mind
Up until now, your role in Second Dawn
was that of a member of the nobility newly installed as Duke (or Duchess)
of Lindon as a reward for your heroic achievements in First Light. In
fact, the introduction to Second Dawn at the top of this page stated that
quite clearly until just today.
But not anymore.
It nagged me. In the annals of
the fantasy adventure subgenre of science fiction, It's unprecedented for
a commoner, no matter how gifted or important, to be elevated into the
nobility at such a high station. The truly gifted can certainly see
a rise in their station (remember Jimmy the Hand from the legendary lands
of Midkemia?) Ok so being elevated to the lowest level of nobility as a
squire, perhaps even a real jump to the semi-lofty rank of baron is
plausible. But a duke? Of so important a station as a new expansion
of the Empire to a distant shore? No no no. This just won't do.
You, dear reader, have been more or
less "demoted" to Governor of Lindon. Sorry, gang. But I write
what's real. I'm drawn back to one of my favorite sayings by Stephen King
-- tell the truth when you're writing fiction. It sounds paradoxical at
first glance but it really isn't. Installing the player at such a
high rank of the nobility just doesn't sit well with me.
But don't worry. As the Governor
of Lindon you have all the same authority, rights and privileges as a
Duke (or Duchess) but without the political mess. You'll bear a royal
warrant signed by no other than King William himself. But you won't be a
Duke (or Duchesss).
How could I realistically progress the
Pentari series in such a case? As a writer all sorts of problems come to
my mind. If you were to remain a Duke (or Duchess) I can imagine a
number of different cabals that could stem from jealous members of the
proper nobility who were aching for a chance to ascend to the rank of
Duke, a lofty post that only the sons and daughters of the five existing
dukes could hope to achieve. Heck, a coup to overthrow the king and
conquer the throne would be on the table. Let's run along those
lines and bring up an excellent case in point taken right from First
Light-- shouldn't Kari be the Duchess of Lindon? And if I did write the
story that way, the player would be close to her. I always
take great pains to write my titles in a decidedly gender-neutral way
(we'll overlook kissing Vera in First Light, OK? <grin>) and I just
couldn't see Second Dawn with Kari as Duchess.
Why? If the player were male (60%
or so of Malinche's established audience) and I didn't write in all sorts
of romantic hints and possibilities male players may rightfully feel
cheated. And if I did write in some hints of romance and even
passion I risk losing the other 40% of my audience by placing female
readers in an obtuse and awkward situation that they may find
uncomfortable to say the least. Going in such a direction is not a
possibility. It would take away far too much from the story and ruin it
for the ladies in my audience. That's not an option. Never has
been and never will be.
As an Implementor I write for you -- to
immerse you in the story. To make it real for you as your
imagination takes over. And in this day and age I need to leave things
very open-ended for the very diverse audience Malinche caters to.
The original Implementers at Infocom
had it easy back in the 1980s. Implementing the princess in Zork 2
was a no-brainer with easy appeal; 99.9% of computer users back then were
male. Ah, what it must've been like to be an Implementor at Infocom
back in the 1980s.... <wistful sigh>
MOVING RIGHT ALONG....
I had an amazing spark of inspiration
last night. I'm Implementing a chocolate factory in the city of
Eddington. Following that trail of creativity led me to a brilliant idea
for folio edition packaging.
The royal warrant and the actual metal key in
Pentari: First Light were pretty cool. The neat feelies we'll be
packing in Second Dawn (or perhaps in The Apprentice) will be sweet.
Seriously.
The chocolate factory will be pure fun.
Maybe even useful.
11 June 2006
Back in the Saddle.. I'm Writing
Again
Christ, I thought being a new daddy
would be a fairly basic element to fold into my life as I continue to
carry out my responsibilities as the only active Implementor left in the
world.
I was dreaming.
I haven't written a line of code in
either Second Dawn or The Apprentice in more than two months. This
week I did a bit of dabbling letting my primal interests in science
fiction drive me. It really is like riding a bicycle. I proved that
with Pentari: First Light -- picking up where I left off after a three
year hiatus.
I just finished Betancourt's latest
novel in the Pre Amber Trilogy for inspiration and find myself playing
with several different possible directions the stories can take. At
one point I entertained a futuristic space-based branch but immediately
dismissed it. Space-based science fiction is all well and good but
it would totally corrupt the fantasy adventure sub-genre of science
fiction I am tuned into now.
Writing a futuristic science fiction
piece is definitely on my wish list but right now I'll stick to the
essential elements of a good fantasy adventure work of science fiction.
But that won't stop me from getting
really, really fancy....
3 January 2006
Crossover
I suppose the most fitting analogy I can draw with Second
Dawn and The Apprentice is best compared to a single picture being painted
on two very large canvasses.
PSD and PTA (Pentari: Second Dawn and Pentari: The
Apprentice respectively) are two very different adventures that I am
writing at the same time. I'm using split screens to code both
titles at once as the story lines run parallel to each other with
occasional intersections. Imagine, if you will, each screen I code
represents a canvass. Split screen = duo = two canvasses.
Are you saying "Huh?"
For example, in PSD you will walk the halls of the same
Wizards Guild in Lindon as a reader of PTA will. But in PSD you're a
noble but in PTA you're a magician's apprentice. Two different
perspectives of the same place. Delivered in two different titles.
This morning, for the very first time, I coded these two
games simultaneously and naturally moved from one screen to the other
logically and emotionally extending my thoughts and feelings about each
game into the other. What a rush!
Am I making any sense yet?
20 December 2005
Insane.
That's the only word to describe my
decision over the past two days to write two full-length Pentari games simultaneously.
Simultaneously?
Yes. I am now writing two
different titles of Interactive Fiction at the same time. Well,
technically three but we'll just say two. We won't count my third project
for a major advertising agency in New York because it's a whole different
species of Interactive Fiction and so far apart from what I've done
before. But, yes, I am right now creating three distinctive works of
Interactive Fiction at the same time. Again.
It should be old hat for me considering
I successfully tackled three projects at once this same time last year.
Even so, I still shiver at the enormity of the tasks at hand.
The natural question that begs asking
is... why? Why shoulder all this work? That's easy enough to answer.
Inspired as I have been over the past several months to actually do
something about getting younger people to read, I am committed to crafting
an adventure specifically targeted to (but not restricted to!) younger
readers of teenage years. I'm tired all of the play video games get
while the children of the world drive their brains into a borderline
vegetative state.
We will be launching Pentari: The
Apprentice on the exact same day as Pentari: Second Dawn. The Apprentice
will be written for a younger audience (12-16 comes to mind) but adults
should also find much entertainment and enjoyment.
The interesting thing about this new,
expanded endeavour is the timeline. Follow this closely with me.
Second Dawn is the natural sequel to First Light. Apprentice, in the
Pentari timeline, will PARALLEL Second Dawn as it caters to a younger
audience.
Players of Second Dawn will not need to
purchase The Apprentice to be "in sync" with events as they unfold in the
Empire. They might want to, though, because The Apprentice and
Second Dawn's plots w ill be intertwined. Does that make any sense
now? It does to me so please bear with me as events unfold.
6 December 2005
The city of Eddington, the capital of
Pentari and the seat of the King's Power, shall be open for your
exploration.
That's on top of the story's basis
in the new city of Lindon.
That gives you, ardent adventurer, two
cities to explore on top other, uncharted land.
4 November 2005
Wherever My
Imagination Takes Me
So here I am implementing the coffee
house on Galin Boulevard when a new idea hit me like a lightning blast.
Instantly changing gears from writing about the exotic, exquisite aroma of
the coffee and the murmuring voices that punctuate the air, I quickly
scramble up several screens and begin creating Lindon Harbor and writing
about the pungent smell of the briny sea. Elapsed time
to shift from a coffee house to a sea port; 20 seconds.
When I'm all the way in to writing
Interactive Fiction I lock the door to my office, hit the "Do Not Disturb" button on my
phone and follow the trail of my creativity regardless of where it takes
me or how many times I change direction. The President of the United
States and her Royal Majesty the Queen of England could both be waiting
outside in our reception area and they'd just keep on waiting until I was
done. Malinche office staff would, of course, show good manners by serving
the very best refreshments we had on hand while they waited for me to
finish.
As soon as the Port of Lindon is
roughly sketched in words , I turned my sights on the roof of Lindon
Palace. A harbor needs defending. Why aren't there cannons
pointing out upon the horizon of the Quondem Ocean to defend the city from
an attack by sea?
This Implementor wished for cannons
upon the rooftop of the castle and it was so. First, the rooftop was
implemented adding eight rooms to the adventure. Then the cannons
themselves appeared as if by magic. Then the cannon balls that are
to be loaded inside. Then there are the steps leading down into the
castle. They must have a barrier of some kind to shield those inside
from missile attacks from above and outside the castle. What if invading
ships launch flaming arrows? Cannon balls of their own? Catapults? The
people besieged inside Lindon Palace would be doomed. My fingers
worked the keyboard in a blur to implement the ideas that came to me so
quickly from my mind and the protective stone shields around the steps
materialized.
Pentari: Second Dawn is turning out to
be the greatest title I ever wrote. I feel it. Great things take time.
And launching this game next month is just not going to happen.
I'm pushing back the launch of Second
Dawn to next spring. I hope I'm done by then.
If I'm not, I'll push the launch date
out again.
4 October 2005
Let it Flow!
I dunno if it's the daily dose of fish oil in my
diet, the modest but steady flow of coffee or just the right alignment of
the planets but I am on a writing rampage! I am steadily churning out 10
rooms per day with puzzles and plot twists popping into mind at the
rate of one every 5-7 minutes.
I am on fire and I am going with the flow. The Keep
of Lindon is nearly done as the small city itself starts to take shape.
Also forming are a mass of creatures and criminals
outside the walls of Lindon. They have come to see you. And none of
them are happy with you or the Empire itself right now.
A myriad of details are always coming to mind as
Implement Second Dawn and I am implementing many of them as I go. I
can already see many more sights and sounds engaging you at every turn in
the story.
I am definitely taking game play to the next level;
there are two very interesting puzzle elements within just three rooms of
where you start out... in your own bedroom.
8 September 2005
It feels good to be back in the world of Pentari.
When considering Malinche's first sequel, I dabbled with a game set in one
of the five existing cities, perhaps Kent or Eddington. Then I
thought it wouldn't serve First Light's core premise. First Light
put "alien" invaders front and center in its central plot so I decided to
reward adventurers with a sojourn taking a confrontation to the invaders'
own doorstep.
Who are the rogue wizards? Why, precisely, did they
attempt to overthrow the Great Urban Empire of Pentari? It is my intention
to answer many existing questions while posing new ones.
And so Second Dawn begins....far across the Quondem
Ocean in the newly-born city of Lindon.
I am really enjoying my time implementing the new
Palace of Lindon. Second Dawn is shaping up to be a light-hearted romp
with some serious but mild undertones. After the harsh year we've
all endured from the massive tsunami in January to Katrina in August and
lots of other heavy stuff, I feel the need to Implement a title that is
mirthful and frivolous yet also meaningful.
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