Remote Christmas

I’ll be spending this Christmas away from family for the first time ever.

I’ve been left trying to make the best of the situation. I’m not alone: I’m spending Christmas with my fiancee, and we have been decorating her small San Francisco apartment with lights. Our parents have sent us cookies and gifts, and we have a small tree on the table. 1

I think the biggest difference is that this is the first year where I don’t have a distinct build-up towards Christmas externally pressed upon me. Until I graduated college, there was always winter break. The last two years, flying home for the holidays was a clear marker where I was now working remotely for a couple of weeks, surrounded by family and trying to see all my friends who were back as well.

None of that is available to me this year. I’m not going anywhere, and working from home is no special deal. Hence, decorations everywhere except the bathroom. We have a home automation set up called Christmas Time that sends our lights flashing and Christmas music playing. We made mint cookies this weekend, and decorated sugar cookies my mom sent us. I’m happy with how we’ve adapted.

  1. The apartment is less than 250 sq. ft. so there’s limited space for anything more than the 2-foot tree we chose.

Advent of Code 2020

A coworker told me about Advent of Code last week. It’s an independently run site that provides an advent calendar of programming puzzles. Similar to sites like Project Euler, they are of varying difficulty and not designed to be completed in any particular language.

So far, the puzzles have been clever and fun. There is a central plot for the entire month of needing to get a currency of star coins to pay for your post-Christmas vacation. I take it not as tone-deafness to the pandemic, but more of wishful thinking for a better 2021. They’re cute premises.

Anyone who like programming puzzles will enjoy these; I highly recommend them. I came to it a few days late (and if you’re reading this post, you’re behind too!) But it’s reasonable to do two in a day, and you’ll probably want to!

Of course I’ve been using Python for all of them so far, but I could totally see myself using the puzzles as a way to learn another language; they’re overall more accessible (and engaging) than Project Euler.

Perfect Shot (NaNoWriMo 2020 Story 1)

Although I’m not doing a complete take of NaNoWriMo (National Novel Writing Month) this year, I still wanted to put in some concerted effort writing some pieces that weren’t blog posts or text adventures. So, I’ve committed to writing at least 2 short stories this month, a medium I find beautiful and incredibly tricky to nail down.

This first one is particularly short, only about 3 pages if printed, and the idea comes from a post on /r/WritingPrompts.

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Text Adventures Part 3: The Mechanics

Text adventures are, almost by necessity, designed to railroad the player into doing something without it being obvious or annoying. Any mechanics introduced should be a natural extension to the world the player discovers, provide sufficient freedom so they don’t feel like a funnel, yet guide the player in the correct direction. In the text adventures I’ve listen to played on the Cortex/Upgrade crossover episodes, I’ve noticed that mechanics often act as hints. They are like bumpers on a wall (which may kill you, but you can make a different decision the next time.)

All these realizations have come after thinking carefully through the mechanics and puzzles I wrote which were clearly bad (and the few which were actually good), and trying to figure out what precisely caused them to have the effect on the players they did. It’s often me not paying attention to my good sense and the feedback of testers. More frequently it’s me trying to subdue the text adventure genre until it allows me to try and tell a story, rather than building a story that works within a framework.

Directly, most of my text adventure failures have come from a single mechanic undermining any positive decisions I made.

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Text Adventures Part 1: Why I Write Them

I’ve written several in-person text adventures modeled after Parsely games over the past couple of years. Through persistent effort, I’ve managed to improve them and recently began to notice a particular style develop. Since I’m finally pleased with where they are headed, I figured I would document my journey in writing them: Why I write them, how I find ideas, how I develop those ideas, and the actual mechanisms of making a document as reference. This whole set of posts will probably be four parts over the next month. So we start off at the beginning: Why did I start writing these, and why am I still writing these?

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Dream Sequence: A Twine Story

Twine is a wonderful editor that lets you create interactive fiction. It auto-builds a big flow chart, and has some programming paradigms that allow adding many involved paradigms that wouldn’t be possible in a Choose Your Own Adventure book, for example.

I recently took my text adventure Recurring Nightmare and rewrote it slightly as Dream Sequence, which I’m going to run as an “in person” text adventure over the computer for my company. When I did that, I decided it would also be fun to try and write it up with Twine, since it’s a fairly simple map and game.

I had to do some strange work to learn how combination locks work, but with the help of the internet I managed to get it in. The best part of Twine is that it exports as a single HTML file, making it pretty easy to post it in various places. So, you can now play through it on your own below. Enjoy. (Updated 10/24 to fix a bug.)