HI tom Your idea of Creating text adventures sounds exciting. You wrote: First thing, is input. Most of the text adventures out there use various commands like "grab sword," "grab torch," "light torch.," etc. I could continue this tridition, but it seams to me there is an easier way to do this. For example, what if you pressed g for grab item, and then a menu popped up with a list of items in the room. You could then select the item you want to grab from a list. This would save a bunch of typing by effectively doing the same thing. My reply: I think g for grab and the menu of items popping up is an excellent idea. AS far as I am aware of, no text adventure games such as frots currently uses this method. You wrote: For moving around the level asining directions to n for north, s for south, e for east, and w for west would certainly be preferable to ttyping out "north," "south," "east," or "west." What do you think about this approach? My reply: I think its an excellent idea to only hit the first letter of each direction. You wrote: Second, is output. Again there is a couple of ways of doing this. We could certainly have everything be printed directly out to the console, text directly to the screen, which you can use your screen reader for. The other way is to use a Speech API like Sapi, Speech-dispatcher, etc that would automatically read out the information on the screen. This would make the games slightly less portable, but would have the advantage of automatic speech output by default. Any thoughts weather you would like to use a screen reader or use Sapi directly? My reply: Persoanlly I strongly prefer using my screen reader. At this stage I cannot afford buying better quality voices, and mary and mike, not to talk about sam, often pronounces words incorrectly. I talk with experience, I played many interactive fiction games with frots and often I could not understand what sappi is saying. It would rock if you could use a similar screen output method used by Braille soft in their games camel and 23 bricks where jaws automatically read the game's response after entering a command; this would be better than to use the jaws cursor all the time. I agree that it's a good idea to use a programming language like c or c++. If I may make another suggestion, start off with simple adventures before going into advanced adventures [interactive fiction] where a long narrative like a novel or detective have to be solved. If you start off with simple adventures, where the player have to locate for example a letter by finding a few rooms, it would make the player used to entering commands before going to advanced adventures like interactive fiction. Are you planning a synbian port for these games in the future for mobiles such as the n66? hth
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