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Geek Culture / Planning for the 2007 Text Adventure Competition

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zenassem
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Posted: 11th May 2007 06:58
Well if the rules somehow stick to what has been mentioned, I would enter.

I'm not too concerned with cheaters, as nearly anything could be cheating. Someone could rework there code from last year, or have some code from someone elses codebase, or what have you. I do however like the idea of providing source, even if it's just for the judges to glance over. I'm not too worried that the judges or anyone is going to steal my uber text adventure code. But I do understand why the one person who posted, wouldn't want to enter code that has taken years to create just for a contest.

I'm not overly concerned about other languages although in text by default I believe C++ has the advantage over generic DBpro. The string handling and character handling features of C++ blow the doors over the limited command in DBC and DBpro. Who are you guys trying to kid? VB also mops the floor with DB on text handling, as well as python and other scripting languages. For that reason I would like to see the entries limited to TGC products, or a few languages like C++, VB. And if DB users can use a plugin to expand the string handling capabilities to match.

So what I would like cleared up, is if we are allowed to use text/string plugins done by other users? how about DLL's coded by ourselves? If not I can work around it, but it would make it a ton easier if we could all agree on a free text plugin for DBpro.

My last thought. If images aren't being scored than they shouldn't be allowed in. It would be real tough for a judge to not take it into consideration, and have more fun with it. So if we are looking at technical aspect, it shouldn't be there, or if the user wants to include it for themselves they should be required to have an option to blank out all pictures so the judges can play it without viewing. If you make it so they are available, even if you say it doesn't count, anyone with half a brain is going to feel compelled to include them. It's like those sweepstakes that clearly state you don't need to order to enter. Anyone who plays them, feels there chances increase if they order regardless. So i think it should just be made clear, either they are in or out.

Ascii images makes it even more confusing, because you can do some really cool art with ascii. Especially if you convert all your 2d media to ascii via a tool. So that creates the same problem as above. So I say, no graphics images, even if they are out of text. That's just my oppion. And if that rule sticks, I'm in. If not, I probably won't enter because I'm not going to draw the entire game in photoshop, and spend 1000% more time on images than the handling of the text and story. So I'll wait to see where this thread goes before commiting.

Fallout
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Posted: 11th May 2007 10:57
@Cash

I think the parser will matter, even if they don't judge on technicality. A good parser system will yield a better and more challenging game if used properly. A crap parser will yield a less flexible interface and a less interesting game. So I wouldn't worry about it.

Btw, I'm going to kill you.


Cash Curtis II
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Posted: 11th May 2007 17:25
Quote: "Btw, I'm going to kill you. "

Like for real with a knife, or obliterating me with the greatest IF game ever made, or #2 then #1????!!? You're going to force me to fight back...


Come see the WIP!
Fallout
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Posted: 11th May 2007 17:50
I haven't decided yet. Are you scared?


entomophobiac
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Posted: 11th May 2007 17:59
My $.02 to all this would be to allow the entries to be of any size, given DBP's quite ill-reputed way of making everything bloated after compile.

Of course, it still has to adhere to the other rules. "No media" still means "no media," after all.
Diggsey
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Posted: 11th May 2007 18:59
Why not have two types, one for programmed text adventures, and the other for not programmed text adventures. But if there is a prize, it's only for the programmed winner. (Incentive to program rather than take the easy route)

Also, my parser is more geared to fast game-play than only recognising proper grammer. eg. You dont have to write: go through door (although it will understand this) you could just write: go door. This is because it checks the sentence for keywords, and ignores the order. (eg. allowing for spelling mistakes that are not in keywords, and also increased game-play speed) Will this mean I lose points?

Person99
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Posted: 11th May 2007 21:42 Edited at: 11th May 2007 21:45
This might be a good warm-up for the fall semester, because I have to take two writing classes; Descriptive language, and creative writing.

How can I join?

The Person99 awards go to: 1. Jack the Ripper for hardest crime scenes. 2. Peter Petrelli for most powers. 3. Superman for longest flight. 4. "The Doctor" for best time travel machine.
Dr Manette
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Posted: 11th May 2007 23:35
@Diggsey
Sounds good to me. That way, people can do either, but only get a prize if it's programmed.

I think we just say no media; this is a text adventure compo and should be purely text. If people want to put in media, they should be able to at the expense of winning a prize. Everyone, however, will get the chance to be scored accordingly.

Zotoaster
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Posted: 12th May 2007 00:07
Mustn't forget that we dont want wasted talent, so the technical side should count for something.

Matt Rock
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Posted: 12th May 2007 01:49
Okay, I think we have a pretty decent list of rules at this point:

* No media. If your game will contain media for reasons outside the competition, then all media should be rem'd out

* You can (and should) program the game yourself, and all programming languages are acceptable (so long as they provide an executable). You can alternatively use an IF creation tool, but your technical points will be limited by the quality of the creation tool, and you might lose points in technical design (which I'm getting to)

* Scoring will be the same across the board as it was last time, except the technical design aspect. This year, the "technical design" score will cover the game's functionality, including the uniqueness of the control method, the general playability of the game, etc. Source won't be judged in any way and therefore isn't really mandatory to include.

Also, I think this year we'll ditch the size requirement, it wasn't the most popular rule last year, hehe. How do these rules work for everyone?


"In an interstellar burst, I'm back to save the universe"
Zotoaster
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Posted: 12th May 2007 01:55
Works alright for me, but I still think I should stand by my "wasted talent" idea. I think if people are really good programmers and have a ery flexible system, they should get some sort of credit. Apart from that, brilliant

Matt Rock
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Posted: 12th May 2007 02:58
It's mostly just the treacherously dull experience of going through everyone's source with a fine comb. Last year, that drove me crazy lol. And then everyone was taking the technical portion of the code far too seriously and almost entirely ignoring their stories, so I thought that was a problem. But if we could figure out some way to better score the technical aspect without having to read through mountains of source, I'm cool with it .

PS.- Judges, one of you didn't send me an e-mail, or at least I didn't get one, so if I didn't reply to your e-mail, re-send it if you could


"In an interstellar burst, I'm back to save the universe"
Zotoaster
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Posted: 12th May 2007 03:15
Was it me?

Anyway, I don't mean any rough scanning of the source. Just making sure it's not a bunch of print statements, wait statements and input statements might earn them a couple of points

Wandering Swordsman
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Posted: 12th May 2007 03:26 Edited at: 12th May 2007 03:29
Colored Text:
I remember that when playing through IF that highlighted text or using a non-white color for the standard text enhanced the experience. I don’t think changing the color value of the text counts as media/image. What do the rest of you think?
(Example: “Exits are to the N, NE, S” would have the compass letters in a different color for quick identification.)


Diggsey:
Quote: "You don’t have to write: go through door (although it will understand this) you could just write: go door."

I’m curious to know whether that will effect scoring as well. I remember a lot of text adventures using abbreviated command sets, and they didn’t detract from the play value. They just saved time typing once you got used to it.
(Example: N = North. Combine object object = combine object with object.)

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I carry a sword in one hand,
a gun in the other...
zenassem
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Posted: 12th May 2007 04:02
I took some time to reconsider:

If any art is included, perhaps we can limit to a hud to border the text interface or pop up dialogues, clues, rewards.

Or semi transparent overhead map sytem to help with orientation, or compass/GPS system like indicator.

I can see thees as perfectly acceptable, becuase although I am nostalgic, I don't think the judges should be left to get out the old grid paper to keep track of where they have been. I loved Zork, and there was a time that sketching maps was cool, but not for a compo. And given the fact that we can't provide maps in the box, It could eliminate text adventures that take place over a lare terrain rather than a very localized building.

Even if it's pulled up on a seperate map screen like Castlvania on the GBA for example.

Dr Manette
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Posted: 12th May 2007 04:46
Exactly, just put a separate map with the exe. I think not allowing media is better than saying somethings are okay, because then people could start questioning where the gui ends and other images begin.

Matt, could you elaborate on the scoring, ie what are the parts that make up the score, the percents of the total score, ect? I ask because some people might not remember last year's scoring method.

Fallout
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Posted: 12th May 2007 11:54
Personally, I think how the game is coded is irrelevant, and I don't think judges should have to look at source. In the real world of business, you need lovely commented tight and readable code, but for personal game dev, someone shouldn't be marked on how awesomely efficient a particular loop structure was, for example. I think technical marks should come from game content and how the technical achievements in the code enhance the gameplay experience. i.e. If you've made an elite parser which understands "wipe my arse with the newspaper and then dunk it in Old Man McGrue's watery onion soup" then this'll be clearly evident in the gameplay, and you'll get marks that way.


Dazzag
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Posted: 12th May 2007 12:08
Quote: "I think technical marks should come from game content and how the technical achievements in the code enhance the gameplay experience"
Yeah, exactly what I was thinking. I've seen some pretty ropey code even at work (20 IF lines one after the other when the same thing could have been done in one line), but if it works then it works. What difference does it make? You could have the most complicated amazing code in the world, but if it crashes half the time then hardly any good. And no offence, but how do we know the capabilities of a particular judge in a particular language for basically QA'ing someone's code?

Cheers

I am 99% probably lying in bed right now... so don't blame me for crappy typing
Current fave quote : "She was like a candle in the wind.... unreliable...."
Matt Rock
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Posted: 12th May 2007 22:56
Quote: "I’m curious to know whether that will effect scoring as well. I remember a lot of text adventures using abbreviated command sets, and they didn’t detract from the play value."

It would have a positive effect on the score because it would present the player with options. If you let the players type in a variety of words or phrases and they get the same end-result, I'd say it would provide a better technical score because you're allowing a higher level of functionality than demanding they type exact phrases. IE, the player isn't going to struggle through trying to learn a long list of commands because they could type north, go north, walk north, head north, etc. and end up in the same place.

Quote: "Exactly, just put a separate map with the exe. I think not allowing media is better than saying somethings are okay, because then people could start questioning where the gui ends and other images begin."

I agree fully here. If you put an image file in with the EXE and name it "map" or something to that effect, then we'll more than likely open it up and use it, but I think we're going to be extremely firm this year about not using media. If you're planning to release the game after the competition, and that release would require media, then you could rem out the media portions and whatnot. The only area that's still sort of "gray" for me is ASCII inclusion, if we'd allow a contestant to use ASCII-drawn maps and images... I'm sort of 50/50 on that still.

Quote: "Matt, could you elaborate on the scoring, ie what are the parts that make up the score, the percents of the total score, ect?"

Sure thing .

There are four portions of the score (same as last year): originality, story development, writing ability, and technical design. Each of these four qualities is worth up to ten points. They rate as follows:

* Originality rates the game's uniqueness. In other words, you'll score higher here if your game genuinely "stands out," both in the concept of the story and the layout of your technical design. Basically we're looking for original stories, unique command designs, etc.

* Story Development rates how well you've developed the characters and plot of your game. You'd earn higher marks here for having detailed descriptions of the player's environment, for providing a vivid account of what the player is doing, why they're doing it, how they're doing it, etc.

* Writing Ability rates your overall command of the English language when applied to the game. This aspect of the score is entirely effected by spelling, grammar, and writing structure.

* Technical Design rates the game's functionality. You'd score well here for a lack of bugs/ glitches, a fluid and highly-functional command interface, and high levels of playability.

And again, because we're allowing IF creation utilities to be used this year, source inclusion will not be mandatory. But if you use one of those programs, your technical design scoring will depend entirely on the quality of the tool you've used, and if three people are using that same program, with those same exact capabilities, then none would really stand out, especially against someone who created a completely unique engine from scratch.

Quote: "how do we know the capabilities of a particular judge in a particular language for basically QA'ing someone's code?"

That's a very good point. I know my way around DBP, but I'm by no means an expert, and if you set me down in front of Ruby or something, my head might just implode. And on that note...

Quote: "if it works then it works. What difference does it make? You could have the most complicated amazing code in the world, but if it crashes half the time then hardly any good."

That's pretty much how I look at judging source code as well. What seems incredibly efficient and simple to one person might be rediculously complicated and obnoxious to the person sitting next to them... that's one thing I can definitely say I've learned from working with other people on projects over the years. And just because there happens to be "a book" on how to do something, doesn't mean that something needs to always be done "by the book." So for that, it's somewhat pointless to sit there and read through each and every line of an entrant's source code. Oh, and doing that? It's really, really boring, lol.


"In an interstellar burst, I'm back to save the universe"
aluseus GOD
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Posted: 12th May 2007 23:04
I want to sign up! Im so good at text adventure making, I can create text graphics too!

Your signature has been deleted by a moderator because this joke is getting old.
Fallout
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Posted: 12th May 2007 23:59
Woohoo! Mine is finished. Here it is:



The syntax needs a few tweaks, but I think the storyline is the shizzly!


Tom J
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Posted: 13th May 2007 00:03
Quote: "That's a very good point. I know my way around DBP, but I'm by no means an expert, and if you set me down in front of Ruby or something, my head might just implode. And on that note..."


lol, the same applies to me But I agree that the efficency of the code doesn't really matter as long as it works.

Quote: "I want to sign up! Im so good at text adventure making, I can create text graphics too!"


Cool, I can't wait to see your game. Hopefully this contest will be even bigger and more popular than before

About the ASCII art, it should be allowed in particular circumstances only. It shouldn't just be used as an alternative to a picture because then you may as well just have media allowed.

Dr Manette
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Posted: 13th May 2007 00:55
Quote: "About the ASCII art, it should be allowed in particular circumstances only."


Like if you want to separate the input area from the message area with a column of $'s?

Fallout
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Posted: 13th May 2007 01:12
I don't think there can be any argument that you can't use some sort of pattern or very basic image to separate up the window, surely? I intend to draw simple boxes for my command/output sections. I don't see any harm in making things look tidy with simple boxes or ASCII patterns.


aluseus GOD
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Posted: 13th May 2007 04:41
Of course, we can still create the text and save that into a bitmap right?
I'm making a text adventure game it's original!

Your signature has been deleted by a moderator because this joke is getting old.
Matt Rock
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Posted: 13th May 2007 06:00
Quote: "About the ASCII art, it should be allowed in particular circumstances only. It shouldn't just be used as an alternative to a picture because then you may as well just have media allowed."

I think that's where I stand on ASCII art as well. I don't want people using it to create proper images that depict a scene... that should be done in the text they write, especially since that descriptive quality will bare such a heavy effect on the score.

Quote: "Of course, we can still create the text and save that into a bitmap right?"

I don't see any problem with that, if you're wanting to use a specific font or something. So long as you're only using it for text

Quote: "I don't think there can be any argument that you can't use some sort of pattern or very basic image to separate up the window, surely? I intend to draw simple boxes for my command/output sections. I don't see any harm in making things look tidy with simple boxes or ASCII patterns."

That's fine, again, we're just trying to avoid people using media or ASCII to make descriptions and whatnot... we shouldn't see the scene, we should read the scene, if I worded that properly. I don't want to see an image of the person I'm talking to or the room I'm standing in, I want to read a detailed account of these things. But I don't see any problem with breaking up the screen, so long as you aren't using full backgrounds and whatnot.


"In an interstellar burst, I'm back to save the universe"
Cash Curtis II
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Posted: 13th May 2007 06:30 Edited at: 13th May 2007 06:30
@Matt Rock -
It would be a mistake to allow an IF creation tool in a programming competition. I've got some experience with them, and they are extremely well developed. They include advanced syntax, inventory management, and locations.

If it's allowed then I suppose I won't code an engine at all and just focus on the game completely. I need to be completely sure of the criteria. Either it's an IF competition, or an IF programming competition. An amateur game developed in DB probably won't stand a chance to a game made in an IF tool. Let us know.

@Fallout -
Haha!! That's an awesome game


Come see the WIP!
Dr Manette
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Posted: 13th May 2007 08:01
Hmm, good point cash...

I'm inclined to believe your experience with IF tools, so IF vs programming could pose problems. People who choose a good IF tool could beat a programmed one with half the effort. Honestly, how many people want to use If rather than program?

This is a programming community, after all.

Aaron Miller
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Posted: 13th May 2007 08:24
I will definately be entering. Thats all I had to say, just wanted to announce that.

Cheers,

-db

PS: I will be using my plugin for one thing in the game, but thats all, I assume thats fine? The plugin is commercial, btw, ex: You must buy it.


96% of the universe appears to be missing.
Cash Curtis II
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Posted: 13th May 2007 08:25 Edited at: 13th May 2007 08:29
Well, to be quite honest, I'll do whatever it takes to win whatever competition I'm in. So, if using an IF tool will help me win, then I will absolutely use it. Anything else would be silly. Would I use C++ to make a competition game when DBP would take half the work and make a game twice as good? Clearly not.

Basically, an IF tool will maximize my score in all of the major areas. Of course I'd use an IF tool, it would be silly not to. And if the judges score me low just because I used in IF tool, then the contest is rigged, and not worth entering. We need solid standards, not flaky double standards that are easily manipulated by either the participants or the judges.

I have a fantastic game concept that would be best developed by an IF tool. But, I don't want to waste my time if the judges decide to change their minds after I've done all of the work.


Come see the WIP!
Fallout
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Posted: 13th May 2007 13:07
I say if Cash has a fantastic concept that would best be developed in an IF tool, then we ban IF tools.

But in all seriousness, what Cash said before is right. I had no idea of how advanced these tools are. I personally can't be arsed to use em. I want to make my own engine so it's unique, but if I'd have to do something uber elite to compete with one of these tools, then I can't be bothered. I want to enter this compo to make my own little text adventure with its own twists, and get to tell a story. I don't want to work my pants off competing again high quality commercial apps.

Based on that, I personally would say it should be programmed then. Infact, perhaps even DBP/DBC only? I'm shooting myself in the foot here, since Perl would be my language of choice due to its string manipulation power, but if narrowing it down to one language makes it fair, then I'd say do that.


Benjamin
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Posted: 13th May 2007 13:19 Edited at: 13th May 2007 13:20
Quote: "Would I use C++ to make a competition game when DBP would take half the work and make a game twice as good?"

It would only make the game 'twice as good' if you sucked at C++.

Quote: "I have a fantastic game concept that would be best developed by an IF tool."

Yes and if the entry file size limit is high enough you can generate an ASCII image of your stupidity to go along with that.



Tempest (DBP/DBCe)
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Dazzag
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Posted: 13th May 2007 13:33
Heh, amazing how complex a text adventure competition can get

As for the awful atrocity that is Ascii art, no-one mentioned banning animated ascii art I don't think..... Plus has anyone seen coloured Ascii art that uses incredibly small fonts. You know, ones that are so small that they take one pixel for each letter? I have. Know what it looks like?

Cheers

I am 99% probably lying in bed right now... so don't blame me for crappy typing
Current fave quote : "She was like a candle in the wind.... unreliable...."
Benjamin
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Posted: 13th May 2007 13:35
Quote: "As for the awful atrocity that is Ascii art, no-one mentioned banning animated ascii art I don't think..."

But then Cash won't be able to generate an ASCII image of his stupidity...

Oh well it's not like his HDD would have been big enough for it anyway.

Tempest (DBP/DBCe)
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Diggsey
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Posted: 13th May 2007 13:37
I have nearly finished mine

PS
What kind of puzzles are people putting in their game? eg. My one has some memory puzzles, some searching puzzles, and some logical problems (like getting into a dark room, you need to get a light to see)

Dazzag
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Posted: 13th May 2007 13:39
You actually started already? Why? I mean the rules are changing from one day to the next. Tomorrow might say it has to be in C++ *with* HD media and no more than 100k in size. If I was to enter (the beach is calling....) then I'm not starting until something concrete is put down.

Cheers

I am 99% probably lying in bed right now... so don't blame me for crappy typing
Current fave quote : "She was like a candle in the wind.... unreliable...."
Diggsey
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Posted: 13th May 2007 13:46
@Dazzag
1) The rules are obviously not going to ban DBP projects
2) My exe is very small for DBP anyway, as I use a very small variety of commands
3) I now have lots of time to make it uber cool
4) If more programming languages were allowed, I would still use DBP
5) I use a lot of functions, and the rest just tells the story, so anything I need to change because of a new rule, I just edit one function, and it changes the whole lot.
6) Because I wanted to

Dazzag
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Posted: 13th May 2007 13:54 Edited at: 13th May 2007 14:03
Fair enough. Whats your story about then?

Cheers

I am 99% probably lying in bed right now... so don't blame me for crappy typing
Current fave quote : "She was like a candle in the wind.... unreliable...."
Benjamin
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Posted: 13th May 2007 14:01 Edited at: 13th May 2007 14:02
Quote: "Cheres"

Dazzag, in light of your recent typo, you have failed to write 'Cheers' in every post. How does it feel now that your whole world is falling down around you?

Cheers...

Tempest (DBP/DBCe)
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Dazzag
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Posted: 13th May 2007 14:05
Hehehe. How long did you wait for that one? Anyhow, tell it to my sig. Plus, I don't know what you mean...

In my defence I am multitasking with trying to get my stupid (and pricey) phone working again. Won't play any games anymore, and according to google searches I need to flash the sodding thing... grrrr... And of course Sony software has some stupid Flash incompatibility problem. Think I'll throw it out of the window instead...

Cheers

I am 99% probably lying in bed right now... so don't blame me for crappy typing
Current fave quote : "She was like a candle in the wind.... unreliable...."
Benjamin
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Posted: 13th May 2007 14:10
Quote: "Hehehe. How long did you wait for that one?"

Too long, far far too long...

Quote: "In my defence I am multitasking with trying to get my stupid (and pricey) phone working again"

Press 'on' the button.

Cheers...

Tempest (DBP/DBCe)
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Dazzag
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Posted: 13th May 2007 14:16 Edited at: 13th May 2007 14:17
Not going to happen I'm afraid. Apparently it looks like I have to upgrade the firmware or somesuch. Bloody typical.

And Diggsey, you going to spill the beans on what your story is all about then or what? I am actually interested.

Cheers

I am 99% probably lying in bed right now... so don't blame me for crappy typing
Current fave quote : "She was like a candle in the wind.... unreliable...."
Cash Curtis II
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Posted: 13th May 2007 15:14
Quote: "Yes and if the entry file size limit is high enough you can generate an ASCII image of your stupidity to go along with that."

Wow, that is quite uncalled for. There are extremely good IF tools. Using one would give you a huge game vocabulary, a Zork like parser, and you wouldn't have to worry one bit about building the engine, only the story. If I take a month building the perfect IF game in a tool like TADS or ADRIFT, I will end up with a fantastic game that meets every requirement of this contest at this point. Now, normally I'd just run with that manipulative concept, but I know there would be problems in the end, since all of these rules are so flaky.

Quote: "It would only make the game 'twice as good' if you sucked at C++."

You've got to consider time frames as well. We're indie developers, not professionals. DBP saves a huge amount of development time.


Come see the WIP!
Benjamin
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Posted: 13th May 2007 15:19
Quote: "Wow, that is quite uncalled for."

Someone needs a sense of humour.

Quote: "You've got to consider time frames as well. We're indie developers, not professionals. DBP saves a huge amount of development time."

Yes, but if you simply made it as a console application it would still be quick to develop. The fact that C++ is so flexible would also mean that the parser would probably be easier to code.

Tempest (DBP/DBCe)
Multisync V1 (DBP/DBCe)
Cash Curtis II
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Location: Corpus Christi Texas
Posted: 13th May 2007 15:31
Quote: "Someone needs a sense of humour."

Well, I was hoping you were joking, which is why I didn't get all serious on you. You sarcasm was a little too dry, in this case

Quote: "The fact that C++ is so flexible would also mean that the parser would probably be easier to code."

Well, when I made that comment, it was actually in reference to normal 3D competitions, not this particular one. I guess I wasn't clear enough.

Purebasic would be fantastic for this competition, I feel better than C++ because of its awesome power and Basic syntax. But, I really think that we should keep this compo confined to Dark Basic. I'll use the best tool for the job, but using something not made by TGC will not help the community, nor will TGC sponsor the contest in any way.


Come see the WIP!
Benjamin
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Posted: 13th May 2007 15:37 Edited at: 13th May 2007 15:38
Quote: "Well, I was hoping you were joking, which is why I didn't get all serious on you. You sarcasm was a little too dry, in this case"

Yeah, sorry about that, I was joking with someone about a similar statement and just felt I had to use it on someone. Of course I know that you'll forgive me because it was so funny.

Quote: "Well, when I made that comment, it was actually in reference to normal 3D competitions, not this particular one."

I had a feeling you might have meant that, and in that case you are right. I just wanted to stress the fact that development in C++ doesn't have to take as long as some people think.

Tempest (DBP/DBCe)
Multisync V1 (DBP/DBCe)
Dr Manette
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Location: BioFox Games hq
Posted: 13th May 2007 17:38
From what I've read, we should use only TGC products/products of a TGC product. This includes all of the languages, DLLs, and any other plugins. Also, ascii art should just be banned, too fine of a line between ascii and regular media. Anyone disagree?

Gil Galvanti
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Location: Texas, United States
Posted: 13th May 2007 18:23
I may try to enter this one, with a small side project text adventure I've already started. Does the no media rule also include no text files to store data, rooms, etc.?


Zotoaster
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Location: Scotland
Posted: 13th May 2007 18:45
Quote: "Does the no media rule also include no text files to store data, rooms, etc.?"


I would certanly hope not.

Diggsey
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Posted: 13th May 2007 18:53
@Dazzag
I can tell you the first bit, but any more would give away the plot

Basically, you wake up in a dark room with no memory. You have a cut on your forehead. You get up, and begin to explore. The rest of the game is you finding out how you got there, and what you are.

As I said, I can't tell you any more than that.

And if anybody copies me...

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