Released: Never Gives Up Her Dead, an epic sci-fi parser game

:open_mouth: looks insane
am late to the party, but can’t wait to check this out

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I had a brief look at it last week, but I’m giving it a proper go now.
It looks good so far, even though I’m a little bit stuck, and will probably ask on the hints thread if I can’t get anywhere.
I love that the museum part reminds me of The Mulldoon Legacy.
Congratulations again on releasing this.

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Thank you! I’m glad you’re trying it.

The Mulldoon Legacy was one my main inspirations for the game, both in size and overall tone. Nice catch!

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I’ve gotten a couple of bug reports (95% of the individual bugs are localized to the spell horror area, only adding to terror this area causes). I’d like to put a version 2 out some time.

So, two thoughts:
-If anyone has other bug reports, even if they’re very minor, this would be a good time to add them;
-Has anyone been playing with IFDB’s ‘Play Online’ feature the whole time? This game is pretty long (all playtime reports I’ve been sent for first time players are > 20 hours) so I don’t want someone to get 16 hours into the game and then lose their save because I uploaded a new version. But if no one is playing that way, then it wouldn’t be a problem.

Side note: I’ve seen some funny epitaphs in player transcripts. If someone who played sees this, what Epitaph did you pick? There’s a ‘canonical’ default in the code that I swapped out for the ‘write-your-own’ method because someone said it’s corny. Spoilers, I guess, although picking it out happens pretty early on.

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I think I wrote in “tempus fugit”, because faced with the opportunity I characteristically decided on a vaguely-on-topic dumb joke.

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I’ve been rewatching Batman: The Animated Series and this is who I thought of when you said that:
IMG_7285

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The little-known third time traveller from Jigsaw: Brown!

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I haven’t had a chance to get too deep into it, but I have indeed been using the Play Online mode. I’ll just restart I guess if my saves break, since I haven’t done that much.

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Hmm, if you are doing it, some others are probably doing it to. I think maybe I’ll copy Release 2 over to github and link that on IFDB as the second, download-only link, and then update the ifarchive link after a long time has passed.

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If you upload a new version to the IF Archive, the existing version will be moved to a path like games/glulx/old/Never Gives Up Her Dead r1.gblorb.
So you’d be free to keep that as the top link on IFDB if you wished, while linking to the current version as a download link.

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If it moves paths, will that break people’s current save games? That’s my only worry, since they’re stored in local browser storage and the html path will change.

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Good question… investigating (but someone else may just know the answer).

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Nope, I give up, I dunno what properties iplayif.com uses to index into its local storage for a particular game.
@Dannii, would you expect moving a game file from ifarchive.org/…/games/glulx/Foo.gblorb to …/glulx/old/Foo-r1.gblorb to prevent loading savefiles created while the gblorb was at the old location?

In fact I can’t get SAVE to work for NGUHD at all (so I can’t test this) – it says “Ok.” in the game window, but a subsequent RESTORE says “You have no save files for this game”, and the ‘Edit’ button only shows an old Counterfeit Monkey save from ages ago. I don’t see anything obviously associated with NGUHD in my browser dev tools’ Storage tab either.
(Before Mathbrush panics: this could be caused by some browser setting of mine, and could affect all games for me not just NGUHD, since I basically never use iplayif/Parchment game saving to local storage, so wouldn’t have noticed if it was always broken.)

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For identifying which save files are for the current game the URL isn’t used, only the file header. If the file is unchanged it shouldn’t matter what the URL is.

(Though heads up that I am thinking of changing in the future to using the file name (not the full URL path) to store save files in a pseudo folder. But if necessary you could still navigate to other folders, and only the file header would determine whether a save file would work or not.)

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I’m not sure why saves wouldn’t be working. I haven’t tested it yet, but can anyone else confirm?

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Not sure if this helps, but I was able to play a few moves of NGUHD, save, and then restore successfully.

Mild spoiler in response to question:

Not the most original!

*** You have died ***
Fortunately, this was the point entirely 
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Release 2 is now out on Github and linked on IFDB. I will eventually move it (or whatever the newest version at the time is) to IFarchive, but I still don’t want to break saves.

Changelog:
Changelist:
-You no longer get a runtime error when trying to diagnose the north
-You can no longer smuggle bookmarks and scrolls out of the spell region
-The life detection spell mentions when you’ve killed something large
-You should not be stalked in the afterlife any more.
-Several typos fixed
-You can die from infection more than once now.
-The rusty gate is correctly portrayed in the room description now
-More credits have been added for original cover art
-Arawn’s self-description is no longer misleading.
-The game no longer gives a runtime error when you try to pull on something in a dark room
-After you die while falling you don’t get told you’re plummeting when you’re already in the graveyard
-Teleporting home while rubbery no longer makes the game’s scene change machinery stuck.
-You can no longer insert shards out of order.
-Jumping on the climbing wall no longer crashes the game.

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The old file can be moved to the /old/ folder in the IFArchive, not that that makes it any easier for the casual player to work out how to play their old savefiles.

Something else I want to add to Parchment is a cache of recent storyfiles. I’d been thinking of that mostly for offline playing, or in case the storyfile’s server had an error, but it could also be useful in this situation, especially if I can make it automatically detect there’s a version mismatch, and to ask the player if they want to load the old version.

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Ever the optimist, after these horrifying multiple deaths, Brian soothes us with the following:

At least there’s that to look forward to…

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Afterlife management has heard residents’ concerns these past few weeks and wants to assure you that they will not tolerate that sort of behavior.

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