Re: Adventure Game Parser

new topic     » topic index » view thread      » older message » newer message

>>        I was wondering if the Adventure Game Parser would be well
>>received or not, but my thoughts were if you have no use for it, then
>>don't get it.  Would be glad to communicate with you on ideas for your
>>Parser, maybe we could give each other ideas.

I don't want to get too involved in Adventure Games at the moment 'cos
I'm tied up with Pixel Bots, work and home DIY but ...

I've written loads and loads of text adventure games but never really
got any finished for one reason or another, however, a few rules I've
learned ...

1) Expect and correct typing errors from users ( Dwarves / Dwarfs etc )
- See http://www.hippy.freeserve.co.uk/simtext.htm for a clever trick
I've used in the past.

2) The same object with a different adjective ( Blue Button / Red Button
) need to be handled along with cleverness if "Button" said but no
colour and proper error messages when more than one possibility "Which
button do you want to push ?" Allow mutiple adjectives but expect them
to be missing when it's obvious what's what ( Big Yellow Taxi / Yellow
Taxi / Taxi ). This can also help with notes nailed on walls - "Read
Note" applies to the one in the room.

3) Containers; allow things to be put in other things - not strictly a
parser issue.

4) Error messages should be amusing but not stupid ie "Eat Keys"
shouldn'r just return "Invalid object to eat" ... "You are an idiot !"
is much better. Error messages should also be from a random selection so
they don't become too repetitive.

I'll be interested to see the results. Also .. if anyone goes full
ahead; please make the database for objects / rooms / messages is a big
sequence or something in a .e file then we can plug our own games into
the game engine.

new topic     » topic index » view thread      » older message » newer message

Search



Quick Links

User menu

Not signed in.

Misc Menu