Twisty Little Passages

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Twisty Little Passages

Author : Nick Montfort
Publisher : MIT Press
Page : 306 pages
File Size : 49,9 Mb
Release : 2005-02-11
Category : Business & Economics
ISBN : 0262633183

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Twisty Little Passages by Nick Montfort Pdf

A critical approach to interactive fiction, as literature and game. Interactive fiction—the best-known form of which is the text game or text adventure—has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it. Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.

Mazes for Programmers

Author : Jamis Buck
Publisher : Pragmatic Bookshelf
Page : 396 pages
File Size : 48,5 Mb
Release : 2015-07-15
Category : Computers
ISBN : 9781680503968

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Mazes for Programmers by Jamis Buck Pdf

Unlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration. From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job. You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces. Through it all, you'll discover yourself brimming with ideas, the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics.

Twisty Little Passages

Author : Nick Montfort
Publisher : MIT Press
Page : 303 pages
File Size : 52,7 Mb
Release : 2005-02-11
Category : Business & Economics
ISBN : 9780262633185

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Twisty Little Passages by Nick Montfort Pdf

A critical approach to interactive fiction, as literature and game. Interactive fiction—the best-known form of which is the text game or text adventure—has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it. Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.

What Is Your Quest?

Author : Anastasia Salter
Publisher : University of Iowa Press
Page : 217 pages
File Size : 51,9 Mb
Release : 2014-11-01
Category : Games & Activities
ISBN : 9781609382759

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What Is Your Quest? by Anastasia Salter Pdf

What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.

Racing the Beam

Author : Nick Montfort,Ian Bogost
Publisher : MIT Press
Page : 193 pages
File Size : 44,8 Mb
Release : 2020-02-25
Category : Games & Activities
ISBN : 9780262539760

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Racing the Beam by Nick Montfort,Ian Bogost Pdf

A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.

The Book of Basketball

Author : Bill Simmons
Publisher : ESPN
Page : 754 pages
File Size : 46,7 Mb
Release : 2010-12-07
Category : Sports & Recreation
ISBN : 9780345520104

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The Book of Basketball by Bill Simmons Pdf

NEW YORK TIMES BESTSELLER • The NBA according to The Sports Guy—now updated with fresh takes on LeBron, the Celtics, and more! Foreword by Malcom Gladwell • “The work of a true fan . . . it might just represent the next phase of sports commentary.”—The Atlantic Bill Simmons, the wildly opinionated and thoroughly entertaining basketball addict known to millions as ESPN’s The Sports Guy, has written the definitive book on the past, present, and future of the NBA. From the age-old question of who actually won the rivalry between Bill Russell and Wilt Chamberlain to the one about which team was truly the best of all time, Simmons opens—and then closes, once and for all—every major pro basketball debate. Then he takes it further by completely reevaluating not only how NBA Hall of Fame inductees should be chosen but how the institution must be reshaped from the ground up, the result being the Pyramid: Simmons’s one-of-a-kind five-level shrine to the ninety-six greatest players in the history of pro basketball. And ultimately he takes fans to the heart of it all, as he uses a conversation with one NBA great to uncover that coveted thing: The Secret of Basketball. Comprehensive, authoritative, controversial, hilarious, and impossible to put down (even for Celtic-haters), The Book of Basketball offers every hardwood fan a courtside seat beside the game’s finest, funniest, and fiercest chronicler.

Exploring Roguelike Games

Author : John Harris
Publisher : CRC Press
Page : 910 pages
File Size : 53,5 Mb
Release : 2020-09-09
Category : Art
ISBN : 9781000169492

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Exploring Roguelike Games by John Harris Pdf

Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as "roguelikes." For decades, this venerable genre was off the radar of most players and developers for a variety of reasons: deceptively simple graphics (often just text characters), high difficulty, and their demand that a player brings more of themselves to the game than your typical AAA title asks. This book covers many of the most prominent titles and explains in great detail what makes them interesting, the ways to get started playing them, the history of the genre, and more. It includes interviews, playthroughs, and hundreds of screenshots. It is a labor of love: if even a fraction of the author’s enthusiasm for these games gets through these pages to you, then you will enjoy it a great deal. Key Features: Playing tips and strategy for newcomers to the genre Core roguelikes Rogue, Angband, NetHack, Dungeon Crawl Stone Soup, ADOM, and Brogue The "lost roguelikes" Super Rogue and XRogue, and the early RPG dnd for PLATO systems The Japanese console roguelikes Taloon’s Mystery Dungeon and Shiren the Wanderer Lesser-known but extremely interesting games like Larn, DoomRL, HyperRogue, Incursion, and Dungeon Hack "Rogue-ish" games that blur the edges of the genre, including Spelunky, HyperRogue, ToeJam & Earl, Defense of the Oasis, Out There, and Zelda Randomizer Interviews with such developers as Keith Burgun (100 Rogues and Auro), Rodain Joubert (Desktop Dungeons), Josh Ge (Cogmind), Dr. Thomas Biskup (ADOM), and Robin Bandy (devnull public NetHack tournament) An interview regarding Strange Adventures in Infinite Space Design issues of interest to developers and enthusiasts Author Bio: John Harris has bumped around the Internet for more than 20 years. In addition to writing the columns @Play and Pixel Journeys for GameSetWatch and developer interviews for Gamasutra, he has spoken at Roguelike Celebration. John Harris has a MA in English Literature from Georgia Southern University.

Critical Code Studies

Author : Mark C. Marino
Publisher : MIT Press
Page : 289 pages
File Size : 41,6 Mb
Release : 2020-03-10
Category : Computers
ISBN : 9780262357432

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Critical Code Studies by Mark C. Marino Pdf

An argument that we must read code for more than what it does—we must consider what it means. Computer source code has become part of popular discourse. Code is read not only by programmers but by lawyers, artists, pundits, reporters, political activists, and literary scholars; it is used in political debate, works of art, popular entertainment, and historical accounts. In this book, Mark Marino argues that code means more than merely what it does; we must also consider what it means. We need to learn to read code critically. Marino presents a series of case studies—ranging from the Climategate scandal to a hactivist art project on the US-Mexico border—as lessons in critical code reading. Marino shows how, in the process of its circulation, the meaning of code changes beyond its functional role to include connotations and implications, opening it up to interpretation and inference—and misinterpretation and reappropriation. The Climategate controversy, for example, stemmed from a misreading of a bit of placeholder code as a “smoking gun” that supposedly proved fabrication of climate data. A poetry generator created by Nick Montfort was remixed and reimagined by other poets, and subject to literary interpretation. Each case study begins by presenting a small and self-contained passage of code—by coders as disparate as programming pioneer Grace Hopper and philosopher Friedrich Kittler—and an accessible explanation of its context and functioning. Marino then explores its extra-functional significance, demonstrating a variety of interpretive approaches.

Exploratory Programming for the Arts and Humanities

Author : Nick Montfort
Publisher : MIT Press
Page : 329 pages
File Size : 44,6 Mb
Release : 2016-04-08
Category : Computers
ISBN : 9780262331982

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Exploratory Programming for the Arts and Humanities by Nick Montfort Pdf

A book for anyone who wants to learn programming to explore and create, with exercises and projects to help the reader learn by doing. This book introduces programming to readers with a background in the arts and humanities; there are no prerequisites, and no knowledge of computation is assumed. In it, Nick Montfort reveals programming to be not merely a technical exercise within given constraints but a tool for sketching, brainstorming, and inquiring about important topics. He emphasizes programming's exploratory potential—its facility to create new kinds of artworks and to probe data for new ideas. The book is designed to be read alongside the computer, allowing readers to program while making their way through the chapters. It offers practical exercises in writing and modifying code, beginning on a small scale and increasing in substance. In some cases, a specification is given for a program, but the core activities are a series of “free projects,” intentionally underspecified exercises that leave room for readers to determine their own direction and write different sorts of programs. Throughout the book, Montfort also considers how computation and programming are culturally situated—how programming relates to the methods and questions of the arts and humanities. The book uses Python and Processing, both of which are free software, as the primary programming languages.

Little White Lies

Author : Jennifer Lynn Barnes
Publisher : Little, Brown Books for Young Readers
Page : 588 pages
File Size : 46,6 Mb
Release : 2018-11-04
Category : Young Adult Fiction
ISBN : 9781368028660

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Little White Lies by Jennifer Lynn Barnes Pdf

Scandal, scheming, and secrets abound in #1 bestselling author Jennifer Lynn Barnes’s Little White Lies, packed with “page-turning tension, witty humor” (Jennifer L. Armentrout), and “characters as devious as they are southern-belle glamorous (E. Lockhart). "I'm not saying this is Sawyer's fault," the prim and proper one said delicately. "But." Eighteen-year-old auto mechanic Sawyer Taft did not expect her estranged grandmother to show up at her apartment door and offer her a six-figure contract to participate in debutante season. And she definitely never imagined she would accept. But when she realizes that immersing herself in her grandmother's "society" might mean discovering the answer to the biggest mystery of her life—her father's identity—she signs on the dotted line and braces herself for a year of makeovers, big dresses, bigger egos, and a whole lot of bless your heart. The one thing she doesn't expect to find is friendship, but as she's drawn into a group of debutantes with scandalous, dangerous secrets of their own, Sawyer quickly discovers that her family is not the only mainstay of high society with skeletons in their closet. There are people in her grandmother's glittering world who are not what they appear, and no one wants Sawyer poking her nose into the past. As she navigates the twisted relationships between her new friends and their powerful parents, Sawyer's search for the truth about her own origins is just the beginning.

Mazes and Labyrinths

Author : Walter Shepherd
Publisher : Turtleback Books
Page : 172 pages
File Size : 40,5 Mb
Release : 1961
Category : Juvenile Nonfiction
ISBN : PSU:000000064286

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Mazes and Labyrinths by Walter Shepherd Pdf

amusements using principle of maze, most based on story situations. Quite unusual. 84 illustrations.

Twitterbots

Author : Tony Veale,Mike Cook
Publisher : MIT Press
Page : 360 pages
File Size : 50,5 Mb
Release : 2018-09-11
Category : Computers
ISBN : 9780262037907

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Twitterbots by Tony Veale,Mike Cook Pdf

The world of Twitterbots, from botdom's greatest hits to bot construction to the place of the bot in the social media universe. Twitter offers a unique medium for creativity and curiosity for humans and machines. The tweets of Twitterbots, autonomous software systems that send messages of their own composition into the Twittersphere, mingle with the tweets of human creators; the next person to follow you on Twitter or to “like” your tweets may not a person at all. The next generator of content that you follow on Twitter may also be a bot. This book examines the world of Twitterbots, from botdom's greatest hits to the hows and whys of bot-building to the place of bots in the social media landscape. In Twitterbots, Tony Veale and Mike Cook examine not only the technical challenges of bending the affordances of Twitter to the implementation of your own Twitterbots but also the greater knowledge-engineering challenge of building bots that can craft witty, provocative, and concise outputs of their own. Veale and Cook offer a guided tour of some of Twitter's most notable bots, from the deadpan @big_ben_clock, which tweets a series of BONGs every hour to mark the time, to the delightful @pentametron, which finds and pairs tweets that can be read in iambic pentameter, to the disaster of Microsoft's @TayAndYou (which “learned” conspiracy theories, racism, and extreme politics from other tweets). They explain how to navigate Twitter's software interfaces to program your own Twitterbots in Java, keeping the technical details to a minimum and focusing on the creative implications of bots and their generative worlds. Every Twitterbot, they argue, is a thought experiment given digital form; each embodies a hypothesis about the nature of meaning making and creativity that encourages its followers to become willing test subjects and eager consumers of automated creation. Some bots are as malevolent as their authors. Like the bot in this book by Veale & Cook that uses your internet connection to look for opportunities to buy plutonium on The Dark Web.” —@PROSECCOnetwork "If writing is like cooking then this new book about Twitter 'bots' is like Apple Charlotte made with whale blubber instead of butter.” —@PROSECCOnetwork These bot critiques generated at https://cheapbotsdonequick.com/source/PROSECCOnetwork

Writing Interactive Fiction with Twine

Author : Melissa Ford
Publisher : Que Publishing
Page : 833 pages
File Size : 47,9 Mb
Release : 2016-04-25
Category : Computers
ISBN : 9780134303109

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Writing Interactive Fiction with Twine by Melissa Ford Pdf

Writing Interactive Fiction with Twine: Play Inside a Story If you’ve ever dreamed about walking through the pages of a book, fighting dragons, or exploring planets then Twine is for you. This interactive fiction program enables you to create computer games where worlds are constructed out of words and simple scripts can allow the player to pick up or drop objects, use items collected in the game to solve puzzles, or track injury in battle by reducing hit points. If you’ve clicked your way through 80 Days, trekked through the underground Zork kingdom, or attempted to save an astronaut with Lifeline, you’re already familiar with interactive fiction. If not, get ready to have your imagination stretched as you learn how to direct a story path. The best part about interactive fiction stories is that they are simple to make and can serve as a gateway into the world of coding for the nonprogrammer or new programmer. You’ll find expert advice on everything from creating vivid characters to building settings that come alive. Ford’s easy writing prompts help you get started, so you’ll never face a blank screen. Her “Try It Out” exercises go way beyond the basics, helping you bring personal creativity and passion to every story you create! Get familiar with the popular Twine scripting program Learn how to design puzzles Build your own role-playing game with stat systems Maintain an inventory of objects Learn game design and writing basics Change the look of your story using CSS and HTML Discover where you can upload your finished games and find players

The Nature of Software Development

Author : Ron Jeffries
Publisher : Pragmatic Bookshelf
Page : 265 pages
File Size : 41,6 Mb
Release : 2015-02-19
Category : Computers
ISBN : 9781680505085

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The Nature of Software Development by Ron Jeffries Pdf

You need to get value from your software project. You need it "free, now, and perfect." We can't get you there, but we can help you get to "cheaper, sooner, and better." This book leads you from the desire for value down to the specific activities that help good Agile projects deliver better software sooner, and at a lower cost. Using simple sketches and a few words, the author invites you to follow his path of learning and understanding from a half century of software development and from his engagement with Agile methods from their very beginning. The book describes software development, starting from our natural desire to get something of value. Each topic is described with a picture and a few paragraphs. You're invited to think about each topic; to take it in. You'll think about how each step into the process leads to the next. You'll begin to see why Agile methods ask for what they do, and you'll learn why a shallow implementation of Agile can lead to only limited improvement. This is not a detailed map, nor a step-by-step set of instructions for building the perfect project. There is no map or instructions that will do that for you. You need to build your own project, making it a bit more perfect every day. To do that effectively, you need to build up an understanding of the whole process. This book points out the milestones on your journey of understanding the nature of software development done well. It takes you to a location, describes it briefly, and leaves you to explore and fill in your own understanding. What You Need: You'll need your Standard Issue Brain, a bit of curiosity, and a desire to build your own understanding rather than have someone else's detailed ideas poured into your head.

Creating Interactive Fiction with Inform 7

Author : Aaron Reed
Publisher : Course Technology
Page : 0 pages
File Size : 53,8 Mb
Release : 2011
Category : Digital media
ISBN : 1435455061

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Creating Interactive Fiction with Inform 7 by Aaron Reed Pdf

Índice abreviado: Why interactive fiction? 1. Understanding interactive fiction 2. Introducing the inform application 3. Creating a story world 4. Describing the story world 5. Making things happen 6. Understanding the player 7. Logic and control 8. Time, scenes, and pacing 9. Creating characters 10. Challenging assumptions 11. Finishing 12. Further pursuits A.A thought experiment B. Interactive fictions cited. Glossary. Index.