I have had the same problem.
Last night I tried quest.
The command paser is not good.
If you are going somewhere you would expect to go but you don't always.
If an item is in existance you expect to pick it up use it or whatever.
If something doesn't exist you don't want it to appear in any visual pain as 
something that exists at the current location.
As far as I find, the game engine supports jaws only.
In which case if its only supporting jaws then it should interface with jaws 
directly instead of sapi.
More speech options are needed.
Also it costs more than the adrift generator which seems acce3ssible enough.
At 02:33 a.m. 26/01/2007, you wrote:
>I tried a quest game last year as part of the interactive fiction
>competition, and with no offense to the author, I was...not particularly
>impressed with the system.  It has some really neat looking features,
>and is a wonderful idea.  I was also impressed with the default sapi
>support the game contains; this is a big help to users of all screen
>readers, not just jaws.  However, it needs work.  First off, all the
>features in the world can't make up for problems with the parser, the
>part of the program that understands your text commands.  I found that
>the quest parser can't compare to that of inform or tads, the leading
>systems in text adventure games; it's not even as good as the adrift
>parser.  The object "me" can't be used for the player (so no "look at
>me", etc).  Standard abbreviations in text adventures are missing (z for
>wait, g for again, etc).  The oops verb, to correct a mistake in your
>last command, is missing.  I couldn't get command     strings to work
>(go up then look then go up).  The undo command is completely missing,
>an oversight I have never seen in any other adventure system I've played
>with.  I, also, had problems with the stability of the program (though I
>was using an older version).  I found reviewing previous game output
>bulky, buttons in the player improperly labeled, program response could
>lag at times, and the sapi support could have used a little more control
>(a way to replay the last text output, and a way to stop reading in the
>middle without entering another command).  Also, unlike tads/inform
>games, quest games can only be played on windows (as far as I understand
>it), strongly limiting the audience for quest games.  However, Quest
>*does* show promise; multiplayer interactive fiction is really
>interesting, and the single player features in quest that are available
>are done right.  I would strongly encourage the author to keep up the
>work he's started.  The system is immature now, but with time and
>further releases, it could become something on a level with hugo or Alan. 
>Liam Erven wrote:
>> I'm not sure how many people have tried this program.  It shows promise, but 
>> I've been having isues with the editor being unstable and terminating.  I 
>> also downloaded a few games off the website, and they all seemed to crash. 
>> I've been getting automation runtime errors across the board.  it's a really 
>> cool concept and seems to offer a lot of excelent features.  I really like 
>> the concept of scripting and net play, but the stability is a big concern. 
>> Has anyone else tried this out, and what do you all think?
>>
>> Liam
>>
>>
>>   
>
>
>_______________________________________________
>Gamers mailing list .. [email protected]
>To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
>http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>any subscription changes via the web.



_______________________________________________
Gamers mailing list .. [email protected]
To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
any subscription changes via the web.

Reply via email to