Iffy “Cloak of Darkness” on Inform7/Parchment

“Iffy Cloak of Darkness” is based on the “Cloak of Darkness” specification – a very simple pattern, designed to help programmers compare the strengths and weaknesses of various coding environments.

“Cloak of Darkness” is not going to win prizes for its prose, imagination or subtlety. Or scope: it can be played to a successful conclusion in five or six moves, so it’s not going to keep you guessing for long. (On the other hand, it may qualify as the most widely-available game in the history of the genre.) There are just three rooms and three objects.

  • The Foyer of the Opera House is where the game begins. This empty room has doors to the south and west, also an unusable exit to the north. There is nobody else around.
  • The Bar lies south of the Foyer, and is initially unlit. Trying to do anything other than return northwards results in a warning message about disturbing things in the dark.
  • On the wall of the Cloakroom, to the west of the Foyer, is fixed a small brass hook.
  • Taking an inventory of possessions reveals that the player is wearing a black velvet cloak which, upon examination, is found to be light-absorbent. The player can drop the cloak on the floor of the Cloakroom or, better, put it on the hook.
  • Returning to the Bar without the cloak reveals that the room is now lit. A message is scratched in the sawdust on the floor.
  • The message reads either “You have won” or “You have lost”, depending on how much it was disturbed by the player while the room was dark.
  • The act of reading the message ends the game.

And that’s all there is to it…

Scratchy “Cloak of Darkness” on Scratch

“Scratchy Cloak of Darkness” is based on the “Cloak of Darkness” specification — a very simple pattern, designed to help programmers compare the strengths and weaknesses of various coding environments.

“Cloak of Darkness” is not going to win prizes for its prose, imagination or subtlety. Or scope: it can be played to a successful conclusion in five or six moves, so it’s not going to keep you guessing for long. (On the other hand, it may qualify as the most widely-available game in the history of the genre.) There are just three rooms and three objects.

  • The Foyer of the Opera House is where the game begins. This empty room has doors to the south and west, also an unusable exit to the north. There is nobody else around.
  • The Bar lies south of the Foyer, and is initially unlit. Trying to do anything other than return northwards results in a warning message about disturbing things in the dark.
  • On the wall of the Cloakroom, to the west of the Foyer, is fixed a small brass hook.
  • Taking an inventory of possessions reveals that the player is wearing a black velvet cloak which, upon examination, is found to be light-absorbent. The player can drop the cloak on the floor of the Cloakroom or, better, put it on the hook.
  • Returning to the Bar without the cloak reveals that the room is now lit. A message is scratched in the sawdust on the floor.
  • The message reads either “You have won” or “You have lost”, depending on how much it was disturbed by the player while the room was dark.
  • The act of reading the message ends the game.

And that’s all there is to it…

Below is my Scratch implementation.  Continue reading Scratchy “Cloak of Darkness” on Scratch

Why Do Men Keep Putting Me in the Girlfriend-Zone?

Great example of satire. Blogging this so I can find it the next time I need a contemporary example (and when I want to start a class discussion about gender).

You know how it is, right, ladies? You know a guy for a while. You hang out with him. You do fun things with him—play video games, watch movies, go hiking, go to concerts. You invite him to your parties. You listen to his problems. You do all this because you think he wants to be your friend.

But then, then comes the fateful moment where you find out that all this time, he’s only seen you as a potential girlfriend. And then if you turn him down, he may never speak to you again. This has happened to me time after time: I hit it off with a guy, and, for all that I’ve been burned in the past, I start to think that this one might actually care about me as a person. And then he asks me on a date.

via Why Do Men Keep Putting Me in the Girlfriend-Zone?.

Two Steps Down the Interactive Fiction Road

Wonderfully detailed analysis of two ground-breaking works of interactive fiction. I regularly assign “Photopia” and “Galatea,” but in our media projects course we never have time to analyze the works in this detail. I never did use a walkthrough for “Galatea,” so I am sure I missed lots of it.

Last time I looked at two examples of contemporary interactive fiction that were iterations of the classic text adventure genre. If I can borrow from Scott McCloud’s Six Steps of Art from his book Understanding Comics, those games sought to adjust and play with the craft and structure of their chosen medium. Photopia and Galatea are not iterations, but something entirely new that happen to use the same form. The two games I want to talk about now dig down and look at what the form of interactive text can accomplish and focus instead on the story and form levels of McCloud’s same steps. –PopMatters.

A Box With A Hidden Video Camera Documents Journey Through The Mail

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As a big fan of Richard Scary, I really wanted to see how postman Zip delivers Betsy bear’s birthday letter to grandma, but this is almost as good.

Singularity Hub.

My Ouya arrived.

My Ouya arrived — a Kickstarter-funded gaming console.

I have never been a console gamer. Lately, I haven’t even been a PC gamer — when I have the time I would much rather create in Blender 3D or, in the past year or so, make a video.

But the principle behind the Ouya — that [...]

We Need to Talk about the Burgeoning Robot Middle Class

Maybe it’s not the super-robots we need to fear, but the ones just good enough to displace one worker’s salary.

Consider the automated checkout line at your local grocery store. It makes more mistakes than a human clerk, it is harder to use, and it is slower because of the rotating error light that loves [...]

The new marshmallow test: Resisting the temptations of the web

The Stanford marshmallow experiment is a famous study that linked the willingness to delay gratification (children were told they could have one treat now, or two if they waited about 15 min) to a range of positive life outcomes. Many of my students who can’t resist checking their phone in class or during one-on-one office [...]

What Modern Humans Can Learn From The Neanderthals’ Extinction

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“You don’t like to think about a holocaust, but it’s quite possible,” he said. He referred to the long-standing belief among many anthropologists that H. sapiens exterminated Neanderthals with superior weapons and intellect. For a long time, there seemed to be no other explanation for the rapid disappearance of Neanderthals after H. sapiens arrived in [...]

Why Can’t Millennials Find Jobs?

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Half of hiring managers say wearing attire ill-suited for an interview was one of the biggest mistakes they saw. Others include lack of eye contact (33%), checking phone or texting (30%), fidgeting (26%) and bad posture (22%). Other interview horror stories? Nearly half of hiring managers (44%) said showing up late or on the wrong [...]

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