Showing posts with label software. Show all posts
Showing posts with label software. Show all posts

Thursday, 6 October 2011

Who Mourns for HyperCard?

I thought I'd contribute my own gaming-and-Macintosh reminiscence on this sad occasion.

In my early years of graduate school, though I had no regular gaming group, I was still coming up with all sorts of things for gaming. One of those - lost, alas, in the mists of floppy disk breakdown and software obsolescence - was a random dungeon level generator using HyperCard.

If you never had the chance to use it, HyperCard was an incredible application for the Mac, with aspirations to be a kind of object-oriented operating system within an operating system. It let you program hypertext, create databases, and much more, using a very simple, intuitive language. HyperCard was quickly picked up to create such point-and-click adventure games as Cosmic Osmo (pictured), by the Miller brothers, who would go on to create Myst. I used HyperCard to create an academic article database and keep addresses in, but also screwed around with creating games (where the "pieces" were buttons that moved around and could be clicked on) and the dungeon generator.

HyperCard had an easy, snap-to-grid function  that let you draw rooms and corridors with ease, and I eventually figured out how to randomize the size, shape and position of generated room objects. Over on the side, the program spit out a key with features, monsters, treasures, tricks and traps for each room.

All this, of course, was before the Internet as we know it existed. If I'd been able to post the stack up and share it with the kind of community that visits this blog, it wouldn't have died an obscure death, and I would have had the motivation to make it a lot better than it ended up being.

Look to the right, and see my downloads: "PowerPoint Mapping," "Old School Dungeon Encounters," "Endless Bag of Tricks," "Bag of Problems." Those are just the fragmented and worked-over pieces of that lost HyperCard stack. Where now, indeed, are the bytes of yesteryear? Who will put HyperDumpty together again?

Saturday, 27 November 2010

Mapping Woes: Any Ideas?

My output of rules and game theory ideas has been slowing down as real life increases its demands, and Actual Play (TM) also puts requirements on my time. The hope is that the experience proves a testing ground for the theory, anyway.

One pragmatic problem that's come up is what to use for dungeon and campaign mapping - with the aim of producing not just something useable, but something that can be shared and shown out with a fair amount of pride. My original maps for the Cellars of the Castle Ruins, which I was running over the summer, were done using the freeware program AutoRealm. However, while richly supplied with graphic elements like stairs, rubble, jagged lines, and doors, AutoRealm consistently showed problems with maintaining line thickness at various resolutions. Perhaps combined with this, snapping to the graph paper grid was often a little bit off, and the map's shapes would shift around no matter how much I fiddled with it. The upshot of all this was that AR wouldn't produce a production-ready graphic that I was happy with, though the rough and ready map was fine for running sessions from.

For the Trossley campaign I experimented with mapping a few key sites in PowerPoint. Although it's a fairly good object-oriented program that allows a grid and approximation to graph paper, it's harder to get one's hands on the requisite shapes for mapping. I may have to hack together some stair, door and window icons for cutting and pasting. All the same, I'm confident that Powerpoint will serve my needs in the short term, even though the maps do look a little pedestrian.

What's the consensus out there - do I really need to put down cash for Campaign Cartographer or the like to get decent looking dungeon maps? Note that tile-based programs are right out for my rather geometrically convoluted architectures, though my modest need for outdoor mapping so far is handled decently by Hexographer.