Here’s how the programming languages were distributed. A good day for Inform 7, but not a bad showing for URQ and other languages dedicated to CYOA. Also, unix scripting languages and shell tools were well-represented.
Of course, this isn’t very scientific. A lot of the games blended languages or used an interpreter or helper file from another language. The languages could be group differently, i.e., the two BASIC dialects could be merged, and I6 + I7 could count as the Informs, or I6 + I7 + ZIL as the Z-machines. Also, since people could put in up to three games, having three ChoiceScript, for instance, is more likely to mean that one person put in three games, than that ChoiceScript is roughly as popular as Perl across the board.
It is still interesting, though, to see what tools people reach for under “extreme” programming constraints.
I’m not sure this is a good idea, and I’m not sure what kind of response it will get, but I’ve decided to create a new IF competition — TWIFcomp.
TWIFcomp is the result of a collision between interactive fiction and today’s fast-paced thumb-typing lifestyle: all games must be 140 characters or less.
How much interactivity, character development, narrative and theme can be communicated in 140 characters? I’m not sure, but I think it would be fun to find out. It will be a challenge to crunch games down to that density, but I assume the community is up to it.
The full details of the competition are posted on the TWIFcomp page. In two weeks, when games are posted, I will list them all on that page, and also create a blog entry for each game.
I hope this works and I get at least a few submissions. I have optimistically tagged this as “TWIFcomp2010”, but this may well be a one-shot competition. We’ll see.
Good luck, entrants!
p.s. If anyone has any kind of graphic arts talent, it would be spiffy to have some kind of logo for TWIFcomp.