Graphing Fighting Fantasy favourite, House of Hell

Cover to Steve Jackson's House of Hell Fighting Fantasy gamebook
House of Hell by Steve Jackson

The Fighting Fantasy series of books, created by Steve Jackson and Ian Livingstone, were a staple of 1980s solo roleplaying. With simple rules and basic character creation (roll two dice for your stamina, etc) the meat of each book comprised 400 numbered paragraphs. Starting at paragraph 1 you, THE HERO, starred in your own adventure, following instructions to turn to different paragraphs. Success or swift death depended on your choices and the outcome of battles and luck rolls.

My old copies of a handful of the 50-something books has long since decayed in a damp attic. But I recently came across “Fighting Fantasy Classics“, an app version by Tin Man Games featuring a slowly growing library of favourites from the series. After some research into “best of…” lists, I decided to buy a copy of House of Hell, the 10th book in the series, and give it a whirl.

To save you scrolling to the end to get the full graph of all 400 pages of the book, here it is. You’ll need to use the free yEd Graph Editor or the browser version, yED Live, to view it.

I’ve also graphed all 400 pages, and the many magical items with their varied uses, of book number 3: The Forest of Doom. You can pick up that graph here.

» Read more

Triskelion and the minimax algorithm

Triskelion

A couple of years back I wrote about a game called Trippples.

This patented strategy game requires you to move your transparent marker from one corner of the game board to the other before your opponent. The games unique feature is that your available moves are determined by arrows under your opponent’s marker.

The patent expired long ago, so I started working on a digital version of the game at the end of last year. I thought I’d lost the data in a hard drive failure, but managed to salvage the C# classes from the Unity project and finished v1 of the game a couple of months ago.

You can play my version, called Triskelion, on newgrounds.com.

» Read more

A Christmas Adventure point-and-click for Xmas

A Christmas Adventure
A Christmas Adventure

A little later than intended, I’ve published this year’s Christmas game: “A Christmas Adventure” on Newgrounds.com. You can play it here.

It’s a point and click adventure game where you play a helpful Elf delivering a present for Santa.

I’ve wanted to write my own point-and-click adventure for some time, but it’s a lot of work! There are plenty of tools and game engines out there to help, but none of them did quite what I wanted.

» Read more

Outer Wilds: an exploration game to be surprised by

Outer Wilds title screen
Outer Wilds

Some games are made to be experienced from a place of total ignorance. They drop you into their world with almost no knowledge of what’s happening and just say “Off you go!” If they’re successful, every step on your journey offers a revelation that expands your understanding and reveals new avenues to explore.

Outer Wilds is a success from this perspective in that even the most basic description of the game spoils vital story points that are best discovered for yourself.

So, if you know literally nothing about the game, this review is as spolier-free as is humanly possible. I provide some backstory that you can learn or easily deduce in the first minute of the game, but that’s about it. I then talk about the pros and cons of gameplay without revealing the key mechanics. If you think it sounds like your sort of game, don’t read anything else – not even the two lines of blurb on the Steam or Epic Games stores. Just buy it blind and play it for yourself.

» Read more

Beneath a Steel Sky Review and Analysis

Beneath a Steel Sky PDCs
Beneath a Steel Sky PDCs

This was supposed to be an analysis of Beyond a Steel Sky, Revolution Software’s newly released sequel to their 1990s cyberpunk thriller Beneath a Steel Sky. But BeyASS is a buggy mess. And though it has now been patched enough that I could play it beginning to end, it’s not yet sufficiently fixed to warrant playing a second time or do a full analysis. I’ll wait for a few more patches come out.

In the meantime, I went back to BenASS to see how it compares. Is Beneath a Steel Sky really the classic it’s held up to be? I’ll be analysing its structure using four Puzzle Dependency Charts that map out the whole game.

» Read more

Xmas Matchup

Click to play Xmas Matchup

And so this is Christmas!

Another year, another Christmas game to enjoy. For 2019 it’s “Xmas Matchup“, a Match Three Blast style game.

Click on groups of matching symbols to clear them and to collect the stars shining overhead. Collect enough stars to reveal the hidden image and unlock the next level.

The trick is that there aren’t enough stars on the screen to win the level. You have to collect large groups of stars in a single click so you get bonus stars. As the levels get harder, you’ll need to select symbols carefully to create large areas of stars. Good luck with all 9 levels!

» Read more

Real Stars Skybox

Real Stars Skybox Plus

Note: Real Stars Skybox Plus is now available at the Unity Asset Store and HDRIs and full star maps are available at BlenderMarket

So, I’ve made a thing, and am very proud of that thing and am going to shout about it a bit! Actually, I’ve made two things.

The first thing I’ve made is a skybox of the celestial sphere. Skyboxes are 360 degree panoramic images used in computer games to easily create a distant background. Usually they’re pictures of pretty skies and distant mountains. I’ve made a 360 degree panorama of (almost) all the visible stars in the sky using real astronomical data.

I took a giant star catalogue, found the 5000 brightest, and used my favourite 3D modelling program (POV-Ray) to simulate their positions, colours, and brightness. With a lot of tweaking, I tried balance realism with the beauty of the stars. Finally, I added names to some of the stars and drew outlines of the constellations to help find your way around.

» Read more

The Medieval Puzzle Collection and homogeneous linear equations

The Medieval Puzzle Collection by Tim Dedopulos

The Medieval Puzzle Collection, A Fine and Perplexing Tome of Riddles, Enigmas and Conundrums, is one entry in a long list of Carlton published puzzle books by Tim Dedopulos. Similar titles include numerous Sherlock Holmes themed books, Tutankhamun’s Book of Puzzles and even A Game of Thrones Puzzle Quest.

I think this particular book, published in 2014, is a cheaper black-and-white reprint of the full colour The Medieval Puzzle Book from 2013. Suffice to say, Tim has churned out a lot of these books over the last 10 years, and there’s probably not a huge amount to tell between them.

Short version: I think this book is downright poor, though not quite as poor as The Great Global Treasure Hunt on Google Earth, also by Dedopulos. I don’t hate all his books – I quite enjoyed Sherlock Holmes’ Elementary Puzzles – but Medieval is both dull and badly edited. I’ll try to explain why, finishing with a mathematical foray into the world of homogeneous linear equations. Ready? Read on!

» Read more

Detective Di: Review and Analysis

Detective Di PDC
Detective Di with Puzzle Dependency Chart

Detective Di: The Silk Rose Murders is a Kickstarter-backed point-and-click adventure game. After reaching its funding target in March 2015, the game was finally released in May 2019.

Unusually for me, I picked up a copy almost immediately after release. It was on offer on Steam and looked interesting, with the promise of a detective adventure requiring the player to deduce the identity of the killer.

I didn’t get what I was promised, the deduction mechanic obviously being shaved down to almost nothing over the 5-year production cycle. But Detective Di is an otherwise well-polished game, with engaging story and characters, and a few interesting puzzles to while away a couple of long evenings. Overall: 3 out of 5.

» Read more

Puzzle Dependency Charts

The Dig PDC crop

Shame on me for failing to post anything for over a year. I’ve been working on some puzzles and ideas of my own, but have nothing to reveal yet. As part of that work, I’ve been expanding my knowledge of Puzzle Dependency Charts so will instead share some information about them, including two full charts for LucasArts flawed masterpiece, The Dig.

Puzzle Dependency Charts (or Graphs, or Diagrams) are an excellent tool for designing and refining interconnected puzzles. Online discussions usually focus on their use in the classic LucasArts adventure games since Ron Gilbert of Monkey Island fame developed them to help design his games. But they are not limited to computer games and would be helpful for designing physical Escape Rooms or any multi-stage puzzle.

» Read more
1 2 3 7