Trizbort – released

Released version tonight.  This released focused on a few new features and some bug fixes, but the other nice thing is it now includes bundled in the release (as well as in the main repository on GitHub), the documentation that Andrew Schultz has been working hard on.

New features in this release:

  1. Individual rooms can now have their own border style (including no border at all)….this allows for  creating rooms that might have special meaning based on their border styles.
  2. Individual connections can now have their own color.  Helps to distinguish special connections by their color.
  3. The automapper now handles UNDO a little better thanks to GitHub user matthiaswatkins.  I hope to see some more submissions from him!

Release can be found at: – note links from earlier posts may not work, this link will get you the latest version.

Source code can be found at: – don’t forget here you can submit issues or feature requests.

Hope you enjoy this release.  We have more features and improvements lined up to be developed soon.  Also be on the lookout for a new website dedicated to Trizbort (I hope to get that in the works here soon).  Enjoy!

Of course you can find the original Trizbort at  I’ve had a few chats with him and he has been very supportive and excited that some work is being done and people are continuing to use his creation.  Thanks to him for the original!


April 2015 Update

I’ve not given an update recently, though not for lack of doing anything.  The last few months have been busy with IF work, though a lot of it has been done with developer tools and less with actually writing an works of Interactive Fiction.

When I last did an update (way back in July), I mentioned that I was part of team that was investigating some other game development areas, mostly surrounding Unity.  Well nothing came of that other than some interesting experiments.   However, one member of the team has dipped his toes into the IF world in some interesting ways which I’ll come back to.


As most of you may have figured out, I’ve taken up the task of updating Trizbort.  This has been a lot of fun tackling this and I think I’ve been able to add some nice features and fix some bugs.  I’ve had some great help from Andrew Schultz ( who has been not only been doing a great job of testing Trizbort as I release beta versions, but also has been instrumental in coming up with features to add.  He has been updating the help files for Trizbort as well and keeping up with all the changes.  He’s also done a great job of “marketing” Trizbort by releasing some maps utilizing the new features.  Thanks Andrew for everything!

Other Tools

Some other tools are in the works that I’m hoping to to get some progress on in the near future include:

  • A Unity3d tool that will read in Trizbort files and generate a 3d map.  Still in the early planning stages with the fellow I mentioned early that was part of my development team from last summer.
  • A tool I’ve been calling Chimera that will be a tool similar to Grotesque, which is a great tool but might be somewhat intimidating for a novice to install and get running.  I’m hoping to make it easier to install and use as well as adding features.  Still very much in the beginning

Interactive Fiction

Of course I’ve got a few things in the works in this front as well.  I still want to finish my IntroComp piece from last year, Hornet’s Nest.  I’ve done some work on it since the competition, but still need to take it to completion.

I’ve also signed up to participate in ShuffleComp2, and having received my song list this past Friday, I’ve begun to plan out this piece.

I’ve of course, like I suspect many others, have a half-dozen or so pieces in varying degrees of completion that may or not ever see the light of day outside of my little world.

Well back to work.   Go north my friends!