Category Archives: Vespers

Looking Back, Looking Ahead

We’ve been making some good progress lately on Cecilia, the last of the six NPCs to be implemented in the game, so I thought this would be a good opportunity to bring back the old NPC introductions. This was something I started a long time ago — well before starting this blog, back when I was blogging only on GarageGames. The idea was to write an introduction to each of the characters in the game, showing their development from concept drawing to a fully modeled, animated, and voice-acted 3D NPC. I got through the first two characters, Matteo and Constantin, fairly early on. But as animation problems surfaced (and resurfaced), work slowed down. I was able to get to Lucca and Ignatius eventually, but that [More...] Read the rest

Also posted in characters in games | Leave a comment

End of March Vespers Update (or, How To Drop A Girl)

March comes, March goes. Lion, lamb, all the usual stuff.

March is always a busy month, what with GDC and sundry work-related conferences and travels. And this year, of course, there was PAX East. Man, how I wanted to be there for that. It was, by still rare accounts, an amazing show of force by the IF community, and from what I can tell a great time was had by all. It sounds like there was a groundswell of new or renewed interest in IF, which can only be a Good Thing. And, of course, GET LAMP. I can’t help but feel like I missed a significant event in IF and the opportunity to meet some great folks, but at the same time I [More...] Read the rest

Also posted in 3D/if, interactive fiction | 5 Comments

Long Flights Are Good For Something

One thing long flights are good for is addressing old issues that you’ve always meant to fix but never really got around to. So when I found myself on a three-and-a-half hour flight yesterday, I decided it was time to tackle an old parser syntax issue that has been nagging at me for some time.

My goal with the parser has always been to make it as robust as possible, even if much of the functionality isn’t necessarily used in Vespers — I’d hate to have to add functionality after the fact, like for a future game. So the idea was to develop the parser to provide at least the typical performance one might expect from a TADS or Inform game. Most of the early [More...] Read the rest

Also posted in interactive fiction, text in games | 1 Comment

Sweet, Sweet Posters

Every once in a while you come across something that reminds you how awesome the intertubes can be. Zazzle is one of those things.

Sure, more people probably know about Cafepress, and this sort of thing has been around for a while already. Making a custom T-shirt or mug with your own artwork is no revelation, for sure. But over the years it has developed into a pretty slick process, and it’s pretty cool how easy and fast it is to whip up a prototype of something, order it, and have it delivered to your door. The process has basically become how people imagined it should be. Pick the item you want, upload your artwork, fiddle around with it until it’s just right, and [More...] Read the rest

Posted in Vespers | 9 Comments

In Backups I (Should) Trust

I never was much of a backup person until I started on the Vespers project. As things progressed, I realized how much content there was to manage, and how important it was going to be to protect it from loss. So somewhere along the way I became a backup fanatic. By my count, I believe I now have somewhere around six active backups of my data, some full backups, some partial. Let me see if I can remember them all.

My main backup is a clone of my desktop development machine. I use an awesome program called SuperDuper! for this. It basically just makes an exact clone of my computer’s internal drive onto a secondary internal drive. I have that running nightly, so at any point [More...] Read the rest

Also posted in miscellaneous | 5 Comments