David Donachie's Website

Skip Navigation

Blog

Just a place for the odd thoughts, updates, and the detritus of my mind that doesn't belong on social media.

Posted: Nov 22nd, 1:33pm

Zenith — A storylet story

In the summer of 2023 @manonamora (and the other members of the Neo Interactives) held the Single Choice Jam, an Interactive Fiction contest for games that only had a single user choice.

My entry was Zenith, a game about climbing an impossibly high tower to try and reach the impossibly distant top. My inspiritations were Italo Calvino's Inivisble Cities, Railsea, the movies Labyrinth and Mirrormask, and Christopher Manson's Maze. It's meant to be surreal, and reflective. The story, such as there is, emerges organically as you ascend the tower, with certain levels/chambers revealing aspects of the narrator's life, his (or her) reasons for being there.

Concept

The big challenge of Zenith, of course, was the requirement for only a single choice. I didn't want to make something linear, and I knew that I definitely wanted to make something replayable, so that required some element of randomness. I conceived of the tower as a place of endlessly entwined routes, of stairs and ladders and lifts and ropes and hidden ways where you could climb a hundred times without ever seeing the same places in the same order. In this way you could climb the tower over and again and still see something different.

Then, when you have gone as far as you could go, you get to make the single choice, a leap of faith towards the true goal, or a descent to try again with some other route. Along the way you can accumulate items based on the levels you have visited, which may alter or unlock certain routes. If you descend the tower you keep the items for the next climb, if you jump and fall ... well you start again from scratch. Of course, the items are themselves no more than a record of the rooms visited — you can't choose not to collect them because only one "choice" is allowed — but they provide a diagetic explanation for how some paths open others.

Narrative Design with ...

Posted: Sep 4th, 7:46am

GNAT Core — A simple gamebook rules system

Over the past year, I've been workimg hard on the development of GNAT CORE, a simple (but hopefully comprehensive) rule set for writing adventure Gamebooks (of the Choose Your Own Adventure/Fighting Fantasy style).

What is GNAT

GNAT (it's not an acronym, just one in a series of insect-related titles I developed a few decades back) attempts to provide rules for playing COYA books the way I like to play them — quick, few dice rolls, and a very minimal focus on combat. It emphasises collecting items as opposed to agonising over inventory choices, resolves most fights in one or two rolls, and has built-in mechanisms for carrying characters, equipment, and keywords, from game to game.

The other thing I was trying to achieve was a ruleset that other people could easily use, and adapt, for their own games. For that reason the GNAT core rules are covered by a CC-BY-SA 4.0 license, so that others can take them, use them, and modify them, while also being covered by the same license.

The World of Paldoria

GNAT is setting-agnostic, though the default skill list and magic rules are definitely aimed at a fantasy world, but I actaully originally developed it for my own line of game books, set in the world of Paldoria. Paldoria is a sort of post-magical-apocalypse setting, where the cataclysmic wozard's war already ended some time ago, and the world is full of the ruins left behind. Here's the Paldoria introduction that appears the start of Escape from the Tower of Stars:

Five generations ago, the War of the Wizards devastated Paldoria. Mountains cracked, rivers drowned, cities sank into the sea. The few surviving wizards retreated to their fastnesses and closed their doors against the world outside, leaving the survivors to face the aftermath alone.

One generation ago, when you were still a child, the decrepit sorcerers of Treysham, all but consumed by their decadent excesses, re-opened the doors of their citadel to the outside world. Within a handful o...

Posted: Jun 21st, 8:25am

Clickable imagemaps in Twine

Over on the excellent Twine Discord I see a lot of questions asking for the ability to "click somewhere on an image and go to some passage". This is a job for the HTML element (generally known as an imagemap), which works in many of the main Twine formats (albeit with some different syntax).

Posted: Aug 11th, 4:10am

Housekeeping

Just a little bit of website housekeeping today. The W3C says that breadcrumbs should be wrapped with <nav> tags, so wrapped they now are.

The page I linked above Common idioms without dedicated elements is actually a quite interesting list of things that people do all the time in web pages, but for which HTML has no dedicated syntax — including really common things like sub-headings and footnotes. Worth a read if you are web developer.