Ron Newcomb's Blog
I began with Colecovision... but it didn't eat my life until the NES.
I'm currently active in the interactive fiction and fighting game communities, and I write for TheVideogameBacklog.com in my spare time. I'm a professional software developer who once worked in the game industry.
Writing is a hobby of mine, and I'm greatly interested in possible technological solutions to problems in interactive fiction.
Follow me on Twitter at @RonNewcomb75 or at the forum intfiction.org
Agency vs Plot. Believability vs Playability. Control vs Empathy. Writing interactive fiction means dancing with these devils. Here's a few moves I've learned.
A new version of the venerable interactive fiction authoring system Inform 7 has landed, and some of the more esoteric parts have changed. Let's help each other out.
Want to have your game as a star attraction at EVO, the world's biggest fighting game tournament? Beat Bronies and Smashers alike in a battle for cancer awareness.
There's a parallel between the planning tree of artificial intelligence and the scenes of narrative.
To replace dialogue trees, we first need a way to represent the ideas in play during verbal conflict.
Did you ever want to ask an NPC "why"? Or "how"? Or "could"? Here's a method for a creator to provide NPCs with answers without necessarily scripting everything beforehand.
Ron Newcomb's Comments
[Blog - 04/21/2016 - 02:02]
Hi Peter, r n r ...
Hi Peter, r n r n ..but there is a mountain of... paragraph r n r nYeah, lots of plumbing code, sure. But once you have one AI that drives a character it can drive them all, and is re-usable on new works as well. r n r n ..action ...
[Blog - 05/08/2014 - 10:08]
There is also -block which ...
There is also -block which is all-new. r n r nFormerly when we defined a phrase with the begin -- end bit on the end, Inform would follow whatever your inclusion was with an opening brace, to be closed again after the indentation ended. But what if you wanted to ...
[Blog - 11/05/2010 - 07:51]
[News - 07/18/2011 - 04:30]
Hi Max, 90 Percent Of ...
Hi Max, 90 Percent Of Game AI Is A Maybe if 90 of the games you make are spatial navigation. My most popular post at Gamasutra is how walking kills interactive narrative: http://www.gamasutra.com/blogs/RonNewcomb/20090329/965/Walking not Violence Kills Interactive Narrative.php And as a bonus round, I just posted an article about how ...
[Blog - 07/14/2011 - 07:07]
Tr s cool Although the ...
Tr s cool Although the publishers' graph confused me, cause I know that 989 Studios released more than just Syphon Filter during the Metacritic years, Twisted Metal 3 and Rally Cross among them. RC might've been a 90 as well, but TM3 certainly wasn't, so that particular graph seems, well, ...
[Blog - 07/01/2011 - 02:42]
I wonder if CCP shouldn't ...
I wonder if CCP shouldn't just outsource the selling of novelty items et al for real money to their own players. As in, a player of EVE could aspire to be a real-world reseller of in-game digital stuff. Say, if you want a monocle, you a player doesn't buy it ...