I would like that site, please. Write to me off list at 
[email protected].

Lindsay Cowell.

-original message-
Subject: Re: [Audyssey] Fast paced games
From: Kimberly Qualls <[email protected]>
Date: 30/01/2013 11:23 pm

Lindsay, There is a site called freerice.com...It isn't terribly fast
paced, but it has word puzzles and such where you donate grains of
rice to folks who can't afford it...It's helping someone else while
you play...I also have the info for a yoga site...It's not especially
for VI, but the instructor describes every movement...He also has vids
for meditation...Just let me know if you might be interested...Hope
you have a great week...Love & Light

On 1/30/13, Thomas Ward <[email protected]> wrote:
> Hi Dark,
>
> Sure there are good and bad points with either system. However, as for
> my own text adventures which I plan to develop in the not too distant
> future I'm in favor of the limited parser system myself. If I don't
> plan on having a specific use for a command like "smell" it simply
> won't be there. As a college professor use to tell us first year
> programming students "keep it simple stupid," and I think this applies
> as much to playing IF as programming.
>
> One of the problems I think present in the big well known IF languages
> like Inform, Tads, AGT, etc is they have a stock parser of commands
> that do not apply to each and every game. Therefore you end up with
> duplicate commands such as get, take, and grab when a player really
> only needs one of them, or there are several different ways to phrase
> the command but only one will work. By using a simple parser like
> Aemon's once the player knows how it works it is unlikely he or she
> will run into guess the verb puzzles.
>
> On 1/30/13, dark <[email protected]> wrote:
>> that is true tom.
>>
>> In the famous pirate game Secret of Monkey island (there is a great
>> script
>> on gamefaqs, I recommend reading it since it's hilarious!).
>>
>> There was a rather amusing puzzle where you needed to break a prisoner
>> out
>> of jail. The way you did this was to collect a mug of grog (a very acidic
>> drink), from the scum bar, then carry it to the jail, however the grog
>> would
>>
>> melt through the mug, meaning you needed to carry six mugs and keep
>> shifting
>>
>> the grog into a new one everytime the item you carried changed from "mug
>> of
>>
>> grog" to "melting mug"
>>
>> this would be a horrible puzzle in if, having turn after turn trying to
>> pour
>>
>> grog from one mug to another, in monkey island however simply using one
>> mug
>>
>> with the melting mug would do it, until finally you could use the grog on
>> the cell door.
>>
>> A menue would work in audio, however myself I'm probably more in favour of
>> a
>>
>> limited parza system like the one in Eamon as I've said before, since in
>> a
>> game like descent into madness or chillingham, ---- or heck even
>> entombed,
>> by the time you've listened through one menue of objects, listened and
>> arrowed threw a similar menue of commands, then a second menue of objects
>> you've got quite a task on your hands, not to mention adding options for
>> newly discovered objects such as when you examine a wall and find a
>> secret
>> pannel which you then also need to examine could be a bit of a pest.
>>
>> Again, this is another thing I like about Eamon sinse like many muds it
>> will
>>
>> pick up the first few letters of an object and assume that is it's name,
>> thus put key in lock could be abbreviated to pu ke in lo, while open iron
>> chest would be op o.
>>
>> Either way you did it, another advantage to such a limited system is that
>> you can have illogical puzzles who's logic can be discovered by the
>> player
>> and often give them a giggle.
>>
>> for example in Monkey island there is an occasion when you need to put
>> together a recipe, however all the items you find are somewhat not what
>> is
>> called for. For example the recipe calls for three drops of monkey blood,
>> but you can only find a fine wine but your character remarks "oooooh,
>> grape
>>
>> blood!" thus turning a potentially quite irritating puzzle into something
>> not to bad and giving the player a laugh at the same time.
>>
>> I thought rather the same thing with the coin in chillingham, since
>> unless
>> you know the tradition of dropping coins down the well that isn't
>> obvious,
>> but a clue happens when you examine the well.
>>
>> Beware the Grue!
>>
>> dark.
>>
>>
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>
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