Books inhaled lately

I’m still pecking away at the Morland Dynasty books by Cynthia Harrod-Eagles and still recommend them! If you like Regency romances, or anything Napoleonic War related, Master & Commander, or whatever, you might like this series a lot. It has solid historical research behind it, which I find very satisfying and also alluring (It leads me to fall into giant Wikipedia sinkholes.) I’m on #16, The Devil’s Horse, which is very exciting as railways (tramways really) are just starting to be a Thing. There are more scenes in Manchester & some mention of Castlereagh (and his wife Emily or Lady Castlereagh, who you may recall from your Regencies was a Lady Patroness of Almack’s who could get you vouchers) and Canning. Lady C: “Her own parties were considered dull, and her manner was somewhat eccentric: guests described her conversation as an endless flow of trivial information delivered in an oddly detached manner.” I like her already. I hope she had a lot to say about trains.
There are lots of scandalous and miserable events – affairs, deaths (maybe murders – I have THOUGHTS about Flaminia).

Also reading How Long ‘Til Black Future Month, which is great! More details when I finish it.

I also re-read Archivist Wasp and the sequel to it, and T. Kingfisher’s Swordheart. Not reading quite as much as usual lately because I’m thinking about Inform7 so much.

Actual work work

I should mention my actual work while I’m blogging about stuff. “My” Firefox release is now in beta, Firefox 66. We have a team of release managers so can rotate ownership of upcoming releases. Usually this means you’re in the hot seat every 3 releases, about every 4 months. We have a bigger team now so there is more breathing room and we can support each other more; basically that means we’re less burned out. Yay! (A couple of years ago there were like, 3 of us and one was the team manager.)

The feeling of ownership is somewhat silly since it is an enormous collaborative effort, but it helps in the job to follow one version closely, you care about it and are able to filter out & not pay so much attention to the other versions in development. (In practice, that is a lot of email I can skim and archive when it isn’t for “my” release.) The release engineers also rotate through version ownership. It’s a good system.

If you’d like to see all the bugs fixed for Firefox 66 so far, between its birth as Firefox Nightly last December and now, here’s a Bugzilla query which you shouldn’t click if you’re on your phone or a slow connection because it’s going to take a while to load – it will show a list of the 3000+ bugs already fixed. Probably don’t click that unless you really want to wait a minute and a half for the page to load.

While Firefox 66 is in beta, I’m watching for fixes in the version right behind it, Firefox 67, that we might be able to bring to users more quickly. We backport, or uplift, between 200 and 400 issues while a version is in beta. Here’s what I’ve approved to uplift so far, patches from about 40 bugs. It’s helpful when looking at these lists to sort the information different ways (by clicking on the column headers.) These next few weeks till March 19 (the release date) will be my crunch time.

Today I did about one million different things. Hilariously, as so much of our work is right out in the open, you can see some of those one million things (in 68 bugs), at least the bits of it that were me reading a lot of bug reports and figuring out what to do with them (poke someone from another team, engineers, QA, etc, add relevant tags or other info, and while I’m looking, decide how important it is for it to be in Firefox 66.)

Exploring multisensory descriptions in Inform7

Over the past week I’ve been experimenting with different ways to make an interestingly playable game where the player’s point of view can be multisensory in various ways. So, for example, a character who is hearing and sighted would experience visual, sound, touch, and scent based room descriptions, while a Deaf character would not get the sound descriptions.

One way is to use Touchy Feely extension by Quantum Games. I ended up forking this and adding a few things to fix a couple of errors in the extension, and then adding more options as default descriptions for items. This extension builds in some commands like smell, touch/feel, listen, and taste. You can set the sound of a room, a person, or an object very easily just like you set the (visual) description.

With those rules, and a few others, I started writing rooms like this:

The Bedroom is a room.
The description of the bedroom is
"[if the player is sighted]A small room with white walls and some posters hanging up. The bed has a colorful striped bedspread and paisley sheets. The doorway is in the west wall.[end if]
[if the player is hearing] There is an air filter humming loudly in the corner.[end if]
[if the player is not sighted and the player is not hearing] A small room with a bed in it. The west wall has a wide doorway.[end if]"

The sound of the bedroom is "A loud air filter in the corner fills the room with white noise."
The scent of the bedroom is "The air in here seems very clean and fresh."
The bed is scenery in the bedroom. The description is "A soft, comfy bed. You give it an experimental bounce."
The pillow is scenery in the bedroom. The description is "A nice, soft, squishy pillow."
The bedspread is scenery in the bedroom.
The bedsheet is scenery in the bedroom.
The air filter is scenery in the bedroom.
The doorway is scenery in the bedroom.
The walls are scenery in the bedroom.

Things that are scenery aren’t described until you examine them. I wrote a general search command called (explore, or tap ) which conveniently lists all these “scenery” aspects of a room for non-sighted characters. Sighted characters have to examine them one at a time.

The problem with this method is that it is clunky and I’m repeating various elements of the room description. Ideally, I’d be able to replace a bunch of Inform7 behavior so that:
– Each room (and thing) can have a visual, sound, etc description.
– The game checks if the player has those senses
– The game concatenates the various sensory descriptions appropriately

This turns out to be difficult. I got into reading the Standard Rules (which, from the Inform7 IDE, you can see as an extension) and then realized what I wanted to do was basically happening in the Carry out looking (this is the room description body text rule): section of code. I thought maybe I could hack in a check on the sound of the room and print that.

But! This code refers to the Inform6 core of the game, with

To print the location's description:
(- PrintOrRun(location, description); -).

I tried copying THAT and doing something like PrintOrRun(location, sound), which didn’t work because location and description here are constants from Inform6, I think.
Not sure how to pursue this further. Maybe in future as I get more familiar with the guts of Inform.

So, I tried another way. I suppressed the room description body text rule like so:
The room description body text rule is not listed in any rulebook.
And copied it and pasted it into my example game with a slightly different name.

Carry out looking (this is the room descriptions body text rule):
if the player is sighted:
if the visibility level count is 0:
if set to abbreviated room descriptions, continue the action;
if set to sometimes abbreviated room descriptions and
abbreviated form allowed is true and
darkness witnessed is true,
continue the action;
begin the printing the description of a dark room activity;
if handling the printing the description of a dark room activity:
now the prior named object is nothing;
say "[It] [are] pitch dark, and [we] [can't see] a thing." (A);
end the printing the description of a dark room activity;
otherwise if the visibility ceiling is the location:
if set to abbreviated room descriptions, continue the action;
if set to sometimes abbreviated room descriptions and abbreviated form
allowed is true and the location is visited, continue the action;
print the location's description;
if the player is hearing:
say "[sound of the location][paragraph break]";
otherwise:
say "[feel of the location] [scent of the location] [taste of the location] [paragraph break]";

Because I’m not using the “print” function the sound and other sensory qualities of the room are described under the actual room description. That might be OK but now I need to learn how to elegantly write a room description that is broken out into visual, sound, and other qualities. I also need some kind of bare bones description that doesn’t show to the player unless the player character is deaf-blind. This will take some practice to learn to write well, and some more refining of how I show which bits of the descriptions.

Note that I will probably be adding in low vision and hard of hearing (by taking the visual and sound descriptions and munging them a bit.)

Frivolous Friday night post

Some things that I own are extra satisfying beyond spark of joy into soul bonded dragon telepathy. Current favorite object, my tibetan wool poncho in shades of soft blue, purple, and brown, with a hood and wooden buttons and a front pouch pocket, long enough and wide enough to go halfway down my legs while I’m sitting down, over both arms of my wheelchair, and covering my backpack on the back of the chair. Pouch is ideal for phone and a handkerchief and even my notebook and pen (for my observations in and around BART stations.) It is like having a cozy tent in the rain, and, if not too rained on, excellent to wear in the chilly mornings on the couch while I drink my coffee. I got it for 35 bucks in the tibetan hippie stuff store in Berkeley.

Also bonded thoroughly with my Jafa boots (style 2159) with buckles, side zippers, blue jean blue with shiny black toes and heels, and special orthopedic inserts. Jafa and Naot shoes (particular soles) and crocs are the only things my feet and ankles can currently tolerate. And, these boots are so natty, so dapper, lots of joyous detail, no weirdly unnecessary femmy touches just like, fancied up with straps and buckles. Obtained from Citi Shoes on Irving in SF, where I swanned in fresh from powerchairing Golden Gate Park like a tiny hurricane, and experienced a funny moment. The people just leaving were somewhat taken aback by me, my hair, my chair, and my magnificent poncho (cannot blame them).

“I LOVE YOUR HAIR” one of them gasped. The shoe clerk zeroed in on what struck her most. “I love your NAOTS” she said, raising her eyebrows at my amazingly neat, detailed, grey and darker grey boots with businesslike, yet also punk, buckles. As if to imply she — unlike those yoiks — appreciated the finer things in life, and the finer points of my personality. “I’ll be RIGHT WITH YOU.” Sometimes I get followed around stores for bad reasons, like the grocery store security guard suspects I’m going to abscond with a whole mop and some Tide squirreled away in my undercarriage, but in this case I was sized up more correctly as a shoe connoisieur, in other words a good mark. I gazed about me with awe. This was a store to nearly rival Astrid’s Rabat on 24th. Someone understands my painful feet and my desire to have cute as fuck shoes, all at the same time! Oh joy!

The other shoe clerk, a callow youth, approached me. “Can I ummmm help you with ummmmm anything,” he said, rolling his eyes like a nervous horse, wondering if I was about to add some sweet sandals to my hoard of shoplifted under-poncho goods and probably also wondering why a crippled lady needs shoes anyway and if he was going to have to take my shoes off for me or something weird like that. “I’ve GOT THIS. I’m on it. Nope, nope,” said the first shoe clerk lady coming out of the back with a hiss and an eagle eye for her commission. The callow youth melted into the back, whimpering. What can I say. The amazing Jafa boots fit perfectly, she got me the most crazypants german orthopedic soles I’ve ever experienced which also cost the damn earth but, whatever it’s my feet; and also polished up and weatherproofed the boots before I got out of there.

Both the poncho and the boots gave me very good service today in the drizzly cold rain. Huzzah!