By no small amount of pain, I have discovered that the following Inform 6 source doesn't work as expected: instead of calling the right branch of Bar.after based on the current action, it always ...
Without using any of the standard Inform libraries, what is the minimal amount of code / infrastructure needed to support the <action> syntax? What I tried is Verb 'foo' * -> Foo; [ ...
Given the following Inform 6 source file: [Main; print "árvíztűrő tükörfúrógép"; ]; I can convert it to Latin-2 encoding and compile it with inform -C2: iconv -f utf-8 -t iso-8859-2 -o ...
OK, so this is still about a game... only a web-based browser game, in this case NationStates, a political/social role-playing game that's text/image-based, interactive fiction. It's a ...
Distinguishing between multiple objects with the same name in a text based adventure game/interactive fiction
I'm in the middle of writing my own parser in Python. I've managed to make some simple commands, with simple prints to make sure they work. Since I intend there to be combat, I needed to write a ...
Are there any existing interactive fiction text parsing engines that I can embed in another game or application? I'm looking to use something as a library. I can pass it the available objects and ...
Are there any web-based interactive fiction engine that allow you to script a game and have it run from a website?
While developing an engine for text-adventures I'm still unsure how to expose the API it provides to the developers/writers. My two concepts for now are: Running a small JS engine which executes JS ...
Writing a compact text-adventure engine I was thinking about possible commands a player could use. For each location i have special commands described in the text but what about generic commands like ...
Parsing user commands in a text adventure is a spectrum from Adventure's simple "go north" to some mind-bogglingly clever ones in hhgttg. I seem to remember reading nice how-tos in computer magazines ...