Re: [Audyssey] Creating Adventure Games

2011-02-22 Thread Jacob Kruger
Well, I do have a french audio tutorial here, but haven't done more than 
listen to a few parts of it to see what can recognise - sometimes.


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: "Shiny protector" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 7:54 PM
Subject: Re: [Audyssey] Creating Adventure Games


French people speak bloody fast and its sometimes hard for me to keep up. 
Though, I manage it. I mean in my listening exersises in class.
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 11:13 AM
Subject: Re: [Audyssey] Creating Adventure Games


When I did French in high school, the best I ever got was that could read 
Asterix books in original french, but, another joke is while can still 
vaguely read some types of french (day to day language), when I hear it 
spoken by a real french person, it doesn't generally make much sense to 
me...


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: "Shiny protector" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 12:25 PM
Subject: Re: [Audyssey] Creating Adventure Games


I'm actually doing french, and I can say its hard. I don't really like 
the language anyways. Maybe sine language, lol.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 9:18 AM
Subject: Re: [Audyssey] Creating Adventure Games


You missed latin, ancient norman, cornish, welsh, galic and probably a 
hole load of others ;d.


english is sort of the biggest linguistic thief in the world!

I never could get french, because I started off doing spanish in school 
and spanish has to be the easiest language spelling wise ever!


Every letter in every word is spoken aloud accept for the letter h at 
the beginning of some words for instance habitacion, ie room, who's 
phonically correct sound would be something like hab bit tath thee on, 
with the spanish th sound on the c and a long oo at the end.


After that French was a nightmare.

interestingly enough, I'm now looking at learning at least enough 
Italian so that I can sing in the language convincingly, especially 
considdering that my singing teacher sets me to do some pretty 
intensive Italian voice exercises, and once again, it seems to be as 
ponetic as Spanish (though i admit I haven't looked at that much yet).


Beware the grue!

Dark.

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Re: [Audyssey] Creating Adventure Games

2011-02-22 Thread Shiny protector
Yes, it helps, in fact, Learnt the word tremendous from George's marvellous 
medicine.
- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 2:46 PM
Subject: Re: [Audyssey] Creating Adventure Games


The best way I've found to learn to spell is not to rely on a screen 
reader. Braille works.


---
Shepherds are the best beasts!
- Original Message - 
From: "Shiny protector" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 3:34 AM
Subject: Re: [Audyssey] Creating Adventure Games



Hi,

Well my spelling sucks as well.

At school, or at homework, I always use a spell checker. My teachers say 
don't use a spell checker, but I have to say I disagree. The only way 
you'll learn most words. Yes, reading is the key, but how are you going 
to correct your spelling without you knowing? You do not just correct it 
like that, you learn the spelling.


Anyways, Hayden says my spelling is improving, isn't it?
- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Monday, February 21, 2011 11:26 PM
Subject: Re: [Audyssey] Creating Adventure Games


Yeah... I know what you mean... God made spell checkers just for people 
like

me lol! Just kidding hahaha!


Darren Duff.

KK4AHX

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

personal E-mail duff...@gmail.com

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Thomas Ward
Sent: Monday, February 21, 2011 6:02 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Adventure Games

Hi Darren,

Well, admitedly mine isn't the best either. I often make typos, come 
back
and proofread what I wrote and kick myself for making such a mistake. 
For
example, the other day I wrote  faucet like fosset, and later when I saw 
my

own e-mail I realised I sent it out spelled wrong.
I knew faucet is spelled f a u c e t, but for some reason when typing in 
a
hurry I forgot and spelled it f o s s e t. I looked at that and whent 
what

the heck?

Actually, part of the problem isn't that I can't spell it is I just 
don't

slow down long to think of the correct spelling. When typing at 50 or 60
words a minute it is easy to forget how something is spelled and just 
type

something that sounds right at the time. Its only when spell checking it
word by word I realise I unconsciously typed something else.

Cheers!

On 2/21/11, Darren Duff  wrote:
Lol my spelling sucks and that's why I never was good at text 
adventures.



Darren Duff.

KK4AHX

Drummer for The Overflow worship band!



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Re: [Audyssey] Creating Adventure Games

2011-02-22 Thread Shiny protector
French people speak bloody fast and its sometimes hard for me to keep up. 
Though, I manage it. I mean in my listening exersises in class.
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 11:13 AM
Subject: Re: [Audyssey] Creating Adventure Games


When I did French in high school, the best I ever got was that could read 
Asterix books in original french, but, another joke is while can still 
vaguely read some types of french (day to day language), when I hear it 
spoken by a real french person, it doesn't generally make much sense to 
me...


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: "Shiny protector" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 12:25 PM
Subject: Re: [Audyssey] Creating Adventure Games


I'm actually doing french, and I can say its hard. I don't really like 
the language anyways. Maybe sine language, lol.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 9:18 AM
Subject: Re: [Audyssey] Creating Adventure Games


You missed latin, ancient norman, cornish, welsh, galic and probably a 
hole load of others ;d.


english is sort of the biggest linguistic thief in the world!

I never could get french, because I started off doing spanish in school 
and spanish has to be the easiest language spelling wise ever!


Every letter in every word is spoken aloud accept for the letter h at 
the beginning of some words for instance habitacion, ie room, who's 
phonically correct sound would be something like hab bit tath thee on, 
with the spanish th sound on the c and a long oo at the end.


After that French was a nightmare.

interestingly enough, I'm now looking at learning at least enough 
Italian so that I can sing in the language convincingly, especially 
considdering that my singing teacher sets me to do some pretty intensive 
Italian voice exercises, and once again, it seems to be as ponetic as 
Spanish (though i admit I haven't looked at that much yet).


Beware the grue!

Dark.

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Re: [Audyssey] Creating Adventure Games

2011-02-22 Thread Frost
On Sun, Feb 20, 2011 at 08:56:51PM -0500, Thomas Ward wrote:
> You can download Heroine's Mantle from
> http://www.wurb.com/if/game/1327

[My Reply:]
Heh...

I got it from www.blindsea.com

Michael

--
Linux User: 177869 # Powered By: Intel # http://rivensight.dyndns.org
  Postings Copyrighted 2010-2011 by: Michael Ferranti


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Re: [Audyssey] Creating Adventure Games

2011-02-22 Thread Frost
On Mon, Feb 21, 2011 at 05:56:02PM -0600, Hayden Presley wrote:
> Trust me--there are quite a number of people who'd gladly agree with you. I
> for one do not. I try and be quite meticulous as far as spelling goes.

[My Reply:]
Hi Hayden,

Yep.  Spelling takes self-discipline and enough care to be a 
perfectionist with it.

Michael

--
Linux User: 177869 # Powered By: Intel # http://rivensight.dyndns.org
  Postings Copyrighted 2010-2011 by: Michael Ferranti

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Re: [Audyssey] Creating Adventure Games

2011-02-22 Thread Charles Rivard
The best way I've found to learn to spell is not to rely on a screen reader. 
Braille works.


---
Shepherds are the best beasts!
- Original Message - 
From: "Shiny protector" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 3:34 AM
Subject: Re: [Audyssey] Creating Adventure Games



Hi,

Well my spelling sucks as well.

At school, or at homework, I always use a spell checker. My teachers say 
don't use a spell checker, but I have to say I disagree. The only way 
you'll learn most words. Yes, reading is the key, but how are you going to 
correct your spelling without you knowing? You do not just correct it like 
that, you learn the spelling.


Anyways, Hayden says my spelling is improving, isn't it?
- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Monday, February 21, 2011 11:26 PM
Subject: Re: [Audyssey] Creating Adventure Games


Yeah... I know what you mean... God made spell checkers just for people 
like

me lol! Just kidding hahaha!


Darren Duff.

KK4AHX

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

personal E-mail duff...@gmail.com

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, February 21, 2011 6:02 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Adventure Games

Hi Darren,

Well, admitedly mine isn't the best either. I often make typos, come back
and proofread what I wrote and kick myself for making such a mistake. For
example, the other day I wrote  faucet like fosset, and later when I saw 
my

own e-mail I realised I sent it out spelled wrong.
I knew faucet is spelled f a u c e t, but for some reason when typing in 
a
hurry I forgot and spelled it f o s s e t. I looked at that and whent 
what

the heck?

Actually, part of the problem isn't that I can't spell it is I just don't
slow down long to think of the correct spelling. When typing at 50 or 60
words a minute it is easy to forget how something is spelled and just 
type

something that sounds right at the time. Its only when spell checking it
word by word I realise I unconsciously typed something else.

Cheers!

On 2/21/11, Darren Duff  wrote:
Lol my spelling sucks and that's why I never was good at text 
adventures.



Darren Duff.

KK4AHX

Drummer for The Overflow worship band!



---
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This message was checked by NOD32 antivirus system http://www.eset.com




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Re: [Audyssey] Creating Adventure Games

2011-02-22 Thread dark
Actually, for quite a long while I did! think it was eye pod, just because 
I'd only ever read it with hal and not seen it spelt.


A shame really, I rather like eye pod, sounds sort of alien (in the ridly 
scot alien sense).


Beware the grue!

Dark.
- Original Message - 
From: "Pitermach" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 11:52 AM
Subject: Re: [Audyssey] Creating Adventure Games


I do find that many people spell things how they hear them. There's this 
chap on audio games who spells jaws as j o r s, accessible with 2 a's 
accessable, etc. then I'm following someone on twitter who constantly says 
he had a worm meal and listens to music on his eye pod. Those really 
cracked me up...
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 11:55 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Dark,

Ahem, I do understand, but that's not even close to how faucet is
spelled. It is f a u c e t. There isn't even an r in the word so I'm
not sure where you are getting the for sound when it is foss not for.
Is this an accent thing that confuses you?

The reason I ask is because down south, where a lot of my relatives
live, every one says stuff like I'm going to warsh the dishes, warsh
my clothes, etc and I constantly ask them where they are geting the r
from. It is spelled w a  s h which is wash. Yet they will sware up and
down it is not spoken like wash but warsh making them sound
uneducated. The funny thing is some of them are college educated, know
better, and continue to use the slang. So I was just wondering if this
is a local thing where you guys say forset instead of faucet, or an
unintentional misspelling error.




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signature database 5266 (20100709) __


The message was checked by ESET Smart Security.

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Re: [Audyssey] Creating Adventure Games

2011-02-22 Thread Pitermach
I do find that many people spell things how they hear them. There's this 
chap on audio games who spells jaws as j o r s, accessible with 2 a's 
accessable, etc. then I'm following someone on twitter who constantly says 
he had a worm meal and listens to music on his eye pod. Those really cracked 
me up...
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 11:55 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Dark,

Ahem, I do understand, but that's not even close to how faucet is
spelled. It is f a u c e t. There isn't even an r in the word so I'm
not sure where you are getting the for sound when it is foss not for.
Is this an accent thing that confuses you?

The reason I ask is because down south, where a lot of my relatives
live, every one says stuff like I'm going to warsh the dishes, warsh
my clothes, etc and I constantly ask them where they are geting the r
from. It is spelled w a  s h which is wash. Yet they will sware up and
down it is not spoken like wash but warsh making them sound
uneducated. The funny thing is some of them are college educated, know
better, and continue to use the slang. So I was just wondering if this
is a local thing where you guys say forset instead of faucet, or an
unintentional misspelling error.




__ Information from ESET Smart Security, version of virus signature 
database 5266 (20100709) __

The message was checked by ESET Smart Security.

http://www.eset.com




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Re: [Audyssey] Creating Adventure Games

2011-02-22 Thread Jacob Kruger
When I did French in high school, the best I ever got was that could read 
Asterix books in original french, but, another joke is while can still 
vaguely read some types of french (day to day language), when I hear it 
spoken by a real french person, it doesn't generally make much sense to 
me...


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: "Shiny protector" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 12:25 PM
Subject: Re: [Audyssey] Creating Adventure Games


I'm actually doing french, and I can say its hard. I don't really like the 
language anyways. Maybe sine language, lol.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 9:18 AM
Subject: Re: [Audyssey] Creating Adventure Games


You missed latin, ancient norman, cornish, welsh, galic and probably a 
hole load of others ;d.


english is sort of the biggest linguistic thief in the world!

I never could get french, because I started off doing spanish in school 
and spanish has to be the easiest language spelling wise ever!


Every letter in every word is spoken aloud accept for the letter h at the 
beginning of some words for instance habitacion, ie room, who's 
phonically correct sound would be something like hab bit tath thee on, 
with the spanish th sound on the c and a long oo at the end.


After that French was a nightmare.

interestingly enough, I'm now looking at learning at least enough Italian 
so that I can sing in the language convincingly, especially considdering 
that my singing teacher sets me to do some pretty intensive Italian voice 
exercises, and once again, it seems to be as ponetic as Spanish (though i 
admit I haven't looked at that much yet).


Beware the grue!

Dark.

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Re: [Audyssey] Creating Adventure Games

2011-02-22 Thread Shiny protector
Lol. That was funny. Love girls because of their accents. Grins. That made 
me smile.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 7:25 AM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Charles,

Hahaha! That sounds about right. Strangely though I think some girls
sound cute with a bit of a New York accent for some reason. Then
again, I love girls with accents. English, Australian, Southern, they
all sound interesting to me provided the girl in question has a sexy
voice to go with the accent.

On 2/21/11, Charles Rivard  wrote:
I never could figure out why people from parts of New York always 
eliminate
an r from words that contain them, but insert an r where one doesn't 
belong.
For instance, my sister's last name is Earle.  They will pronounce it 
oil.

Yet, they will also tell you about changing the Earle in their cah, when
they mean, car.  If you type the way you pronounce, it can cause problems 
in

text adventure games.

---
Laughter is the best medicine, so look around, find a dose and take it to
heart.



- Original Message -
From: "Mich" 
To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 5:50 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi to dark. Dark said "I tend to
spell everything phonetically and because I don't tend to mind as long 
as


it
sounds right" to witch I say I do the same thing!!! and think the same 
as


you do regarding if it sounds Wright then it must be. I am happy that
there is another blind person who does the same thing as I do where
spelling is concerned. well just putting in my 2 sense worth on this
topic. from Mich.

- Original Message -
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 5:55 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Dark,

Ahem, I do understand, but that's not even close to how faucet is
spelled. It is f a u c e t. There isn't even an r in the word so I'm
not sure where you are getting the for sound when it is foss not for.
Is this an accent thing that confuses you?

The reason I ask is because down south, where a lot of my relatives
live, every one says stuff like I'm going to warsh the dishes, warsh
my clothes, etc and I constantly ask them where they are geting the r
from. It is spelled w a  s h which is wash. Yet they will sware up and
down it is not spoken like wash but warsh making them sound
uneducated. The funny thing is some of them are college educated, know
better, and continue to use the slang. So I was just wondering if this
is a local thing where you guys say forset instead of faucet, or an
unintentional misspelling error.


Cheers!

On 2/21/11, dark  wrote:

Hi tom.

i do know my spelling is rather haphazard, but mostly because I tend 
to

spell everything phonetically and because I don't tend to mind as long
as it
sounds right (forsit isn't really a commonly used word overhere 
anyway).


generally though when I'm playing if I tend to be extra careful, in 
fact
that's one reason I keep Hal running while using winfrotz tts, so that 
I


can
go and look up spellings in the text.

beware the grue!

dark.


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Re: [Audyssey] Creating Adventure Games

2011-02-22 Thread Shiny protector
I don't know jermen, but I heard the words are spelt like they're sounded 
out. Same applies for Turkish, the words sound the same and they're spelt 
exactly how you think. For an example, the word tamam. How ever you think. T 
a m a m. That's what I like about the turkish language.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 7:42 AM
Subject: Re: [Audyssey] Creating Adventure Games



yep, english is a silly language.

Why it can't be phonetically spelled like spanish or Italian I don't know.

Beware the grue!

Dark.
- Original Message - 
From: "Mich" 

To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 11:50 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi to dark. Dark said "I tend to
spell everything phonetically and because I don't tend to mind as long 
as it
sounds right" to witch I say I do the same thing!!! and think the same 
as you do regarding if it sounds Wright then it must be. I am happy that 
there is another blind person who does the same thing as I do where 
spelling is concerned. well just putting in my 2 sense worth on this 
topic. from Mich.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 5:55 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Dark,

Ahem, I do understand, but that's not even close to how faucet is
spelled. It is f a u c e t. There isn't even an r in the word so I'm
not sure where you are getting the for sound when it is foss not for.
Is this an accent thing that confuses you?

The reason I ask is because down south, where a lot of my relatives
live, every one says stuff like I'm going to warsh the dishes, warsh
my clothes, etc and I constantly ask them where they are geting the r
from. It is spelled w a  s h which is wash. Yet they will sware up and
down it is not spoken like wash but warsh making them sound
uneducated. The funny thing is some of them are college educated, know
better, and continue to use the slang. So I was just wondering if this
is a local thing where you guys say forset instead of faucet, or an
unintentional misspelling error.


Cheers!

On 2/21/11, dark  wrote:

Hi tom.

i do know my spelling is rather haphazard, but mostly because I tend to
spell everything phonetically and because I don't tend to mind as long 
as it
sounds right (forsit isn't really a commonly used word overhere 
anyway).


generally though when I'm playing if I tend to be extra careful, in 
fact
that's one reason I keep Hal running while using winfrotz tts, so that 
I can

go and look up spellings in the text.

beware the grue!

dark.


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Re: [Audyssey] Creating Adventure Games

2011-02-22 Thread Shiny protector

Hi,

Don't talk about my old primary  school teacher. Oh gosh, I never ever 
concentrated in her lessons. Then I moved to secondary, and our french 
teacher is much more better there. I found her lessons even better. My 
teacher is planning to move me into a higher class, but I need to be well at 
my other subjects.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 8:17 AM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Dark,

Best guess is because of the origens of the language. English started
out as a Germanic language when England was concored by germanic
tribes, and over the centuries English speaking people adopted or
borrowed from several other languages. We get words like mirage,
ambience, bureau, plateau, shateau, and crayon from French. We get
most of our scientific terms like psychology, biology, chemestry, and
so on from Greek. Here in the U.S. there are lots of places and things
named after Native American people, places, and things. The end result
of all this mixing of languages is that even when we set rules for
phonix and spelling they don't apply to every word in the English
language as a hole.

For example, in high school I took French. The phonix rules are very
very specific. Most of the time if you hear the o sound at the end of
a word like plateau, shateau, bureau, etc you should automatically
think e a u. If you hear an a sound at the end of a name/word it often
times is an accented ay followed by a e like in Renee. If I hear, voo,
I know it is spelled v o u s because the o u s sound makes that oo
sound. I found the language quite enjoyable because the spelling was
pretty much the way it sounded based on the phonix rules for the
language. I actually got higher grades in French class than I did in
English class. Now, I only half remember the language. Lol!

On 2/22/11, dark  wrote:

yep, english is a silly language.

Why it can't be phonetically spelled like spanish or Italian I don't 
know.


Beware the grue!

Dark.


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Re: [Audyssey] Creating Adventure Games

2011-02-22 Thread Shiny protector
I'm actually doing french, and I can say its hard. I don't really like the 
language anyways. Maybe sine language, lol.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 9:18 AM
Subject: Re: [Audyssey] Creating Adventure Games


You missed latin, ancient norman, cornish, welsh, galic and probably a 
hole load of others ;d.


english is sort of the biggest linguistic thief in the world!

I never could get french, because I started off doing spanish in school 
and spanish has to be the easiest language spelling wise ever!


Every letter in every word is spoken aloud accept for the letter h at the 
beginning of some words for instance habitacion, ie room, who's phonically 
correct sound would be something like hab bit tath thee on, with the 
spanish th sound on the c and a long oo at the end.


After that French was a nightmare.

interestingly enough, I'm now looking at learning at least enough Italian 
so that I can sing in the language convincingly, especially considdering 
that my singing teacher sets me to do some pretty intensive Italian voice 
exercises, and once again, it seems to be as ponetic as Spanish (though i 
admit I haven't looked at that much yet).


Beware the grue!

Dark.

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Re: [Audyssey] Creating Adventure Games

2011-02-22 Thread Shiny protector

But that's not the correct approach.
- Original Message - 
From: "Mich" 

To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 11:50 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi to dark. Dark said "I tend to
spell everything phonetically and because I don't tend to mind as long as 
it
sounds right" to witch I say I do the same thing!!! and think the same as 
you do regarding if it sounds Wright then it must be. I am happy that 
there is another blind person who does the same thing as I do where 
spelling is concerned. well just putting in my 2 sense worth on this 
topic. from Mich.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 5:55 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Dark,

Ahem, I do understand, but that's not even close to how faucet is
spelled. It is f a u c e t. There isn't even an r in the word so I'm
not sure where you are getting the for sound when it is foss not for.
Is this an accent thing that confuses you?

The reason I ask is because down south, where a lot of my relatives
live, every one says stuff like I'm going to warsh the dishes, warsh
my clothes, etc and I constantly ask them where they are geting the r
from. It is spelled w a  s h which is wash. Yet they will sware up and
down it is not spoken like wash but warsh making them sound
uneducated. The funny thing is some of them are college educated, know
better, and continue to use the slang. So I was just wondering if this
is a local thing where you guys say forset instead of faucet, or an
unintentional misspelling error.


Cheers!

On 2/21/11, dark  wrote:

Hi tom.

i do know my spelling is rather haphazard, but mostly because I tend to
spell everything phonetically and because I don't tend to mind as long 
as it

sounds right (forsit isn't really a commonly used word overhere anyway).

generally though when I'm playing if I tend to be extra careful, in fact
that's one reason I keep Hal running while using winfrotz tts, so that I 
can

go and look up spellings in the text.

beware the grue!

dark.


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Re: [Audyssey] Creating Adventure Games

2011-02-22 Thread Shiny protector

Hi,

Well my spelling sucks as well.

At school, or at homework, I always use a spell checker. My teachers say 
don't use a spell checker, but I have to say I disagree. The only way you'll 
learn most words. Yes, reading is the key, but how are you going to correct 
your spelling without you knowing? You do not just correct it like that, you 
learn the spelling.


Anyways, Hayden says my spelling is improving, isn't it?
- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Monday, February 21, 2011 11:26 PM
Subject: Re: [Audyssey] Creating Adventure Games


Yeah... I know what you mean... God made spell checkers just for people 
like

me lol! Just kidding hahaha!


Darren Duff.

KK4AHX

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

personal E-mail duff...@gmail.com

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, February 21, 2011 6:02 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Adventure Games

Hi Darren,

Well, admitedly mine isn't the best either. I often make typos, come back
and proofread what I wrote and kick myself for making such a mistake. For
example, the other day I wrote  faucet like fosset, and later when I saw 
my

own e-mail I realised I sent it out spelled wrong.
I knew faucet is spelled f a u c e t, but for some reason when typing in a
hurry I forgot and spelled it f o s s e t. I looked at that and whent what
the heck?

Actually, part of the problem isn't that I can't spell it is I just don't
slow down long to think of the correct spelling. When typing at 50 or 60
words a minute it is easy to forget how something is spelled and just type
something that sounds right at the time. Its only when spell checking it
word by word I realise I unconsciously typed something else.

Cheers!

On 2/21/11, Darren Duff  wrote:

Lol my spelling sucks and that's why I never was good at text adventures.


Darren Duff.

KK4AHX

Drummer for The Overflow worship band!



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Re: [Audyssey] Creating Adventure Games

2011-02-22 Thread dark
reminds me of the joke in blackadder when baldric's says his father was a 
nun, sinse everytime Baldric's father was in court and asked what his 
ocupation was he'd say "none" ;d.


beware the grue!

dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 7:48 AM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Mich,

Unfortunately, that's usually not the case. Just because a word sounds
right doesn't mean it is correct. The English language is filled with
words that change spelling based on context and meaning.

For example, none, as in nothing, and nun, a Cathlic woman who has
devoted her life to God. There is hear, as in you listen to something,
and here, as in a place. There is sight, as in vision, and site, as in
you quote something from a source. There is seen, as in you saw
something, and scene, as in a part of a play or movie. There are
litterally hundreds of cases like this where the word might be
technically spelled correct, sound right, but used in the incorrect
context. thus being a spelling error.

For instance, last summer my wife and I were out looking at yard
sales. There were yard sale signs everywhere, and I remember at the
end of this one road someone posted a large yard sale sign letting us
know where the house was. Nothing unusual about that. What was wrong
with the sign in huge letters they spelled the word sail, s a i l, as
in the sail of a ship rather than s a l e, which is you are selling
something. When a person who knows better sees something like that it
just makes the person who wrote it that way look uneducated. Although,
it is an easy mistake to make given that the words sound exactly the
same, but are spelled totally different based on context.

Anyway, to get things back on topic this kind of confusion makes it
hard to play interactive fiction games because if you are playing a
game about a ship and spell sail, s a l e, instead of s a i l you are
going to get an error, and you might not know why. This is a case
where close doesn't cut it. Either you know or don't know the proper
spellings for things in games like that. Fortunately, with winfrotz,
adrift, etc you can look at the screen to find the proper spelling for
things if you get mixed up as to which spelling is correct. As Romona
put it "which witch is which?"

On 2/21/11, Mich  wrote:

Hi to dark. Dark said "I tend to
spell everything phonetically and because I don't tend to mind as long 
as

it
sounds right" to witch I say I do the same thing!!! and think the same 
as

you do regarding if it sounds Wright then it must be. I am happy that
there is another blind person who does the same thing as I do where
spelling is concerned. well just putting in my 2 sense worth on this
topic. from Mich.


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Re: [Audyssey] Creating Adventure Games

2011-02-22 Thread dark
You missed latin, ancient norman, cornish, welsh, galic and probably a hole 
load of others ;d.


english is sort of the biggest linguistic thief in the world!

I never could get french, because I started off doing spanish in school and 
spanish has to be the easiest language spelling wise ever!


Every letter in every word is spoken aloud accept for the letter h at the 
beginning of some words for instance habitacion, ie room, who's phonically 
correct sound would be something like hab bit tath thee on, with the spanish 
th sound on the c and a long oo at the end.


After that French was a nightmare.

interestingly enough, I'm now looking at learning at least enough Italian so 
that I can sing in the language convincingly, especially considdering that 
my singing teacher sets me to do some pretty intensive Italian voice 
exercises, and once again, it seems to be as ponetic as Spanish (though i 
admit I haven't looked at that much yet).


Beware the grue!

Dark. 



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Re: [Audyssey] Creating Adventure Games

2011-02-22 Thread Lisa Hayes

And their is too, two and to.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 6:48 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Mich,

Unfortunately, that's usually not the case. Just because a word sounds
right doesn't mean it is correct. The English language is filled with
words that change spelling based on context and meaning.

For example, none, as in nothing, and nun, a Cathlic woman who has
devoted her life to God. There is hear, as in you listen to something,
and here, as in a place. There is sight, as in vision, and site, as in
you quote something from a source. There is seen, as in you saw
something, and scene, as in a part of a play or movie. There are
litterally hundreds of cases like this where the word might be
technically spelled correct, sound right, but used in the incorrect
context. thus being a spelling error.

For instance, last summer my wife and I were out looking at yard
sales. There were yard sale signs everywhere, and I remember at the
end of this one road someone posted a large yard sale sign letting us
know where the house was. Nothing unusual about that. What was wrong
with the sign in huge letters they spelled the word sail, s a i l, as
in the sail of a ship rather than s a l e, which is you are selling
something. When a person who knows better sees something like that it
just makes the person who wrote it that way look uneducated. Although,
it is an easy mistake to make given that the words sound exactly the
same, but are spelled totally different based on context.

Anyway, to get things back on topic this kind of confusion makes it
hard to play interactive fiction games because if you are playing a
game about a ship and spell sail, s a l e, instead of s a i l you are
going to get an error, and you might not know why. This is a case
where close doesn't cut it. Either you know or don't know the proper
spellings for things in games like that. Fortunately, with winfrotz,
adrift, etc you can look at the screen to find the proper spelling for
things if you get mixed up as to which spelling is correct. As Romona
put it "which witch is which?"

On 2/21/11, Mich  wrote:

Hi to dark. Dark said "I tend to
spell everything phonetically and because I don't tend to mind as long 
as

it
sounds right" to witch I say I do the same thing!!! and think the same 
as

you do regarding if it sounds Wright then it must be. I am happy that
there is another blind person who does the same thing as I do where
spelling is concerned. well just putting in my 2 sense worth on this
topic. from Mich.


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Re: [Audyssey] Creating Adventure Games

2011-02-22 Thread Thomas Ward
Hi Dark,

Best guess is because of the origens of the language. English started
out as a Germanic language when England was concored by germanic
tribes, and over the centuries English speaking people adopted or
borrowed from several other languages. We get words like mirage,
ambience, bureau, plateau, shateau, and crayon from French. We get
most of our scientific terms like psychology, biology, chemestry, and
so on from Greek. Here in the U.S. there are lots of places and things
named after Native American people, places, and things. The end result
of all this mixing of languages is that even when we set rules for
phonix and spelling they don't apply to every word in the English
language as a hole.

For example, in high school I took French. The phonix rules are very
very specific. Most of the time if you hear the o sound at the end of
a word like plateau, shateau, bureau, etc you should automatically
think e a u. If you hear an a sound at the end of a name/word it often
times is an accented ay followed by a e like in Renee. If I hear, voo,
 I know it is spelled v o u s because the o u s sound makes that oo
sound. I found the language quite enjoyable because the spelling was
pretty much the way it sounded based on the phonix rules for the
language. I actually got higher grades in French class than I did in
English class. Now, I only half remember the language. Lol!

On 2/22/11, dark  wrote:
> yep, english is a silly language.
>
> Why it can't be phonetically spelled like spanish or Italian I don't know.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread Thomas Ward
Hi Mich,

Unfortunately, that's usually not the case. Just because a word sounds
right doesn't mean it is correct. The English language is filled with
words that change spelling based on context and meaning.

For example, none, as in nothing, and nun, a Cathlic woman who has
devoted her life to God. There is hear, as in you listen to something,
and here, as in a place. There is sight, as in vision, and site, as in
you quote something from a source. There is seen, as in you saw
something, and scene, as in a part of a play or movie. There are
litterally hundreds of cases like this where the word might be
technically spelled correct, sound right, but used in the incorrect
context. thus being a spelling error.

For instance, last summer my wife and I were out looking at yard
sales. There were yard sale signs everywhere, and I remember at the
end of this one road someone posted a large yard sale sign letting us
know where the house was. Nothing unusual about that. What was wrong
with the sign in huge letters they spelled the word sail, s a i l, as
in the sail of a ship rather than s a l e, which is you are selling
something. When a person who knows better sees something like that it
just makes the person who wrote it that way look uneducated. Although,
it is an easy mistake to make given that the words sound exactly the
same, but are spelled totally different based on context.

Anyway, to get things back on topic this kind of confusion makes it
hard to play interactive fiction games because if you are playing a
game about a ship and spell sail, s a l e, instead of s a i l you are
going to get an error, and you might not know why. This is a case
where close doesn't cut it. Either you know or don't know the proper
spellings for things in games like that. Fortunately, with winfrotz,
adrift, etc you can look at the screen to find the proper spelling for
things if you get mixed up as to which spelling is correct. As Romona
put it "which witch is which?"

On 2/21/11, Mich  wrote:
> Hi to dark. Dark said "I tend to
>> spell everything phonetically and because I don't tend to mind as long as
>> it
>> sounds right" to witch I say I do the same thing!!! and think the same as
>> you do regarding if it sounds Wright then it must be. I am happy that
>> there is another blind person who does the same thing as I do where
>> spelling is concerned. well just putting in my 2 sense worth on this
>> topic. from Mich.

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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread dark

yep, english is a silly language.

Why it can't be phonetically spelled like spanish or Italian I don't know.

Beware the grue!

Dark.
- Original Message - 
From: "Mich" 

To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 11:50 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi to dark. Dark said "I tend to
spell everything phonetically and because I don't tend to mind as long as 
it
sounds right" to witch I say I do the same thing!!! and think the same as 
you do regarding if it sounds Wright then it must be. I am happy that 
there is another blind person who does the same thing as I do where 
spelling is concerned. well just putting in my 2 sense worth on this 
topic. from Mich.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 5:55 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Dark,

Ahem, I do understand, but that's not even close to how faucet is
spelled. It is f a u c e t. There isn't even an r in the word so I'm
not sure where you are getting the for sound when it is foss not for.
Is this an accent thing that confuses you?

The reason I ask is because down south, where a lot of my relatives
live, every one says stuff like I'm going to warsh the dishes, warsh
my clothes, etc and I constantly ask them where they are geting the r
from. It is spelled w a  s h which is wash. Yet they will sware up and
down it is not spoken like wash but warsh making them sound
uneducated. The funny thing is some of them are college educated, know
better, and continue to use the slang. So I was just wondering if this
is a local thing where you guys say forset instead of faucet, or an
unintentional misspelling error.


Cheers!

On 2/21/11, dark  wrote:

Hi tom.

i do know my spelling is rather haphazard, but mostly because I tend to
spell everything phonetically and because I don't tend to mind as long 
as it

sounds right (forsit isn't really a commonly used word overhere anyway).

generally though when I'm playing if I tend to be extra careful, in fact
that's one reason I keep Hal running while using winfrotz tts, so that I 
can

go and look up spellings in the text.

beware the grue!

dark.


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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread dark

Hi Tom.

I must admit that's another reason for my own spelling. My typing speed is 
something around 130 words per minute, in fact over christmas when I got an 
extremely bad case of the flue complete with a sore throat, I ended up not 
speaking at all and using Hal instead.


Luckily, my typing speed isn't that much slower than my speaking speed when 
I have Hal set on word echo, so this wasn't too bad,  and was certainly 
a most interesting use for a screen reader ;d.


beware the grue!

Dark. 



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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread dark
well tom, remember that I have a particularly english way of speaking 
(people have accused me of sounding extremely posh),  and thus don't 
pronounce the strong r in words like fausit the way most Americans, Irish, 
and indeed some English accents like west country do.


In my accent (which is also the accent I prefer for orphius), words like Law 
and lore, saw and sore, maw and more sound exactly the same, indeed a lot of 
English poetry doesn't work unless you have this in mind, it's actually a 
spelling I've always had trouble with sinse I was quite litle, i remember 
being five or so and being made to read a lot of things about animals with a 
poor sore paw, ;D.




beware the grue!

Dark. 



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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread Thomas Ward
Hi Hayden,

Unfortunately, I've never completed Heist. One reason for that is the
past three four years has mostly been spent behind a computer
programming games rather than playing them. As a result any game like
Heist that takes hours of puzzle solving really hasn't been high on my
activities. Although, I'd like to get back into that game.

On 2/21/11, Hayden Presley  wrote:
> Hi Lisa,
> His other titles, in order, are:
> Time: All Things Come To An End
> Heist
> And Enemies.
> By the way, Thomas, have you ever played and beaten Heist? If so, I'm stuck
> at the stopwatch maze puzzle in the volt and am completely unsure as to how
> to continue.
>
> Best Regards,
> Hayden

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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread Thomas Ward
Hi Charles,

Hahaha! That sounds about right. Strangely though I think some girls
sound cute with a bit of a New York accent for some reason. Then
again, I love girls with accents. English, Australian, Southern, they
all sound interesting to me provided the girl in question has a sexy
voice to go with the accent.

On 2/21/11, Charles Rivard  wrote:
> I never could figure out why people from parts of New York always eliminate
> an r from words that contain them, but insert an r where one doesn't belong.
> For instance, my sister's last name is Earle.  They will pronounce it oil.
> Yet, they will also tell you about changing the Earle in their cah, when
> they mean, car.  If you type the way you pronounce, it can cause problems in
> text adventure games.
>
> ---
> Laughter is the best medicine, so look around, find a dose and take it to
> heart.

> - Original Message -
> From: "Mich" 
> To: "Gamers Discussion list" 
> Sent: Monday, February 21, 2011 5:50 PM
> Subject: Re: [Audyssey] Creating Adventure Games
>
>
>> Hi to dark. Dark said "I tend to
>>> spell everything phonetically and because I don't tend to mind as long as
>>>
>>> it
>>> sounds right" to witch I say I do the same thing!!! and think the same as
>>>
>>> you do regarding if it sounds Wright then it must be. I am happy that
>>> there is another blind person who does the same thing as I do where
>>> spelling is concerned. well just putting in my 2 sense worth on this
>>> topic. from Mich.
>> - Original Message -
>> From: "Thomas Ward" 
>> To: "Gamers Discussion list" 
>> Sent: Monday, February 21, 2011 5:55 PM
>> Subject: Re: [Audyssey] Creating Adventure Games
>>
>>
>>> Hi Dark,
>>>
>>> Ahem, I do understand, but that's not even close to how faucet is
>>> spelled. It is f a u c e t. There isn't even an r in the word so I'm
>>> not sure where you are getting the for sound when it is foss not for.
>>> Is this an accent thing that confuses you?
>>>
>>> The reason I ask is because down south, where a lot of my relatives
>>> live, every one says stuff like I'm going to warsh the dishes, warsh
>>> my clothes, etc and I constantly ask them where they are geting the r
>>> from. It is spelled w a  s h which is wash. Yet they will sware up and
>>> down it is not spoken like wash but warsh making them sound
>>> uneducated. The funny thing is some of them are college educated, know
>>> better, and continue to use the slang. So I was just wondering if this
>>> is a local thing where you guys say forset instead of faucet, or an
>>> unintentional misspelling error.
>>>
>>>
>>> Cheers!
>>>
>>> On 2/21/11, dark  wrote:
>>>> Hi tom.
>>>>
>>>> i do know my spelling is rather haphazard, but mostly because I tend to
>>>> spell everything phonetically and because I don't tend to mind as long
>>>> as it
>>>> sounds right (forsit isn't really a commonly used word overhere anyway).
>>>>
>>>> generally though when I'm playing if I tend to be extra careful, in fact
>>>> that's one reason I keep Hal running while using winfrotz tts, so that I
>>>>
>>>> can
>>>> go and look up spellings in the text.
>>>>
>>>> beware the grue!
>>>>
>>>> dark.
>>>
>>> ---
>>> Gamers mailing list __ Gamers@audyssey.org
>>> If you want to leave the list, send E-mail to
>>> gamers-unsubscr...@audyssey.org.
>>> You can make changes or update your subscription via the web, at
>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>> All messages are archived and can be searched and read at
>>> http://www.mail-archive.com/gamers@audyssey.org.
>>> If you have any questions or concerns regarding the management of the
>>> list,
>>> please send E-mail to gamers-ow...@audyssey.org.
>>>
>>
>>
>> ---
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>&

Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread Lisa Hayes
I like that feature as well as you can do it with scrambled words like in 
the titanic game open passage is written backwards and you have to translate 
it to get by a point in the game.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Tuesday, February 22, 2011 9:51 AM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Thomas,
As my spelling is bad too, I like the feature, of a text game or screen 
reader to be able to review the screen and copy a word to the clipboard.

Then allowing you to paste that word in the edit box.
So if you see a Great greaxlaxc you  can copy it's name and say,
Hi greaxlaxc!

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 5:03 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Dark,

Yeah, I know. Although, it would help if you spell the item correctly.
I'm not trying to pick on you, but I couldn't help but see you spelled
faucet forset. That would definitely be a cause for a game not to
respond if you spell things incorrectly like that. This isn't the
first time I've seen incorrect spellings like that in your e-mails,
and as you probably know interactive fiction really does require
decent spelling to work.

Anyway, as someone else suggested it was probably something simple like
"get water"
which fits with a lot of interactive fiction games I've played.
Usually, not all the time, but usually after you play them a while
there is a certain logic everyone follows most of the time.

On 2/21/11, dark  wrote:

Hi tom.

That is true, though generally as Americans write a lot of if I do tend 
to
use American words for things reasonably often,  I did try put cup 
under

forset, but got "I don't know the word put" then tried fill cup and got
"there is nothing to fill it with"

While I agree on using different commands and beta testingl, the reason 
I
became frustrated with If was that there was far too much of this sort 
of

thing, and sinse I hate leaving stories in the middle, there was nothing
frustrate me more than a puzle where every solution i tried failed to
advance the plot, especially when the answer is simply a matter of 
different

command or item.


Beware the grue!

Dark.


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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread Charles Rivard
Me, too.  I would find it a slight problem if I told a game to say hello to, 
hmm, let's see, is it Haydon?, Hayden?, or someone else.  Sheesh.  Then 
again, it could be Presly, Preslee, Presley or Prezly?  One of them's bound 
to be right, and it is important.  (grin)


---
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heart.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Monday, February 21, 2011 5:56 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi,
Trust me--there are quite a number of people who'd gladly agree with you. 
I

for one do not. I try and be quite meticulous as far as spelling goes.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Mich
Sent: Monday, February 21, 2011 5:51 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Adventure Games

Hi to dark. Dark said "I tend to

spell everything phonetically and because I don't tend to mind as long as
it
sounds right" to witch I say I do the same thing!!! and think the same as
you do regarding if it sounds Wright then it must be. I am happy that
there is another blind person who does the same thing as I do where
spelling is concerned. well just putting in my 2 sense worth on this
topic. from Mich.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 5:55 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Dark,

Ahem, I do understand, but that's not even close to how faucet is
spelled. It is f a u c e t. There isn't even an r in the word so I'm
not sure where you are getting the for sound when it is foss not for.
Is this an accent thing that confuses you?

The reason I ask is because down south, where a lot of my relatives
live, every one says stuff like I'm going to warsh the dishes, warsh
my clothes, etc and I constantly ask them where they are geting the r
from. It is spelled w a  s h which is wash. Yet they will sware up and
down it is not spoken like wash but warsh making them sound
uneducated. The funny thing is some of them are college educated, know
better, and continue to use the slang. So I was just wondering if this
is a local thing where you guys say forset instead of faucet, or an
unintentional misspelling error.


Cheers!

On 2/21/11, dark  wrote:

Hi tom.

i do know my spelling is rather haphazard, but mostly because I tend to
spell everything phonetically and because I don't tend to mind as long 
as



it
sounds right (forsit isn't really a commonly used word overhere anyway).

generally though when I'm playing if I tend to be extra careful, in fact
that's one reason I keep Hal running while using winfrotz tts, so that I
can
go and look up spellings in the text.

beware the grue!

dark.


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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread Charles Rivard
I never could figure out why people from parts of New York always eliminate 
an r from words that contain them, but insert an r where one doesn't belong. 
For instance, my sister's last name is Earle.  They will pronounce it oil. 
Yet, they will also tell you about changing the Earle in their cah, when 
they mean, car.  If you type the way you pronounce, it can cause problems in 
text adventure games.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Mich" 

To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 5:50 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi to dark. Dark said "I tend to
spell everything phonetically and because I don't tend to mind as long as 
it
sounds right" to witch I say I do the same thing!!! and think the same as 
you do regarding if it sounds Wright then it must be. I am happy that 
there is another blind person who does the same thing as I do where 
spelling is concerned. well just putting in my 2 sense worth on this 
topic. from Mich.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 5:55 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Dark,

Ahem, I do understand, but that's not even close to how faucet is
spelled. It is f a u c e t. There isn't even an r in the word so I'm
not sure where you are getting the for sound when it is foss not for.
Is this an accent thing that confuses you?

The reason I ask is because down south, where a lot of my relatives
live, every one says stuff like I'm going to warsh the dishes, warsh
my clothes, etc and I constantly ask them where they are geting the r
from. It is spelled w a  s h which is wash. Yet they will sware up and
down it is not spoken like wash but warsh making them sound
uneducated. The funny thing is some of them are college educated, know
better, and continue to use the slang. So I was just wondering if this
is a local thing where you guys say forset instead of faucet, or an
unintentional misspelling error.


Cheers!

On 2/21/11, dark  wrote:

Hi tom.

i do know my spelling is rather haphazard, but mostly because I tend to
spell everything phonetically and because I don't tend to mind as long 
as it

sounds right (forsit isn't really a commonly used word overhere anyway).

generally though when I'm playing if I tend to be extra careful, in fact
that's one reason I keep Hal running while using winfrotz tts, so that I 
can

go and look up spellings in the text.

beware the grue!

dark.


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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread Charles Rivard
All the better reason to work on it, eh?  (ornery groin, uh, grin.  See what 
a difference a letter can make/)


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Monday, February 21, 2011 4:17 PM
Subject: Re: [Audyssey] Creating Adventure Games



Lol my spelling sucks and that's why I never was good at text adventures.


Darren Duff.

KK4AHX

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

personal E-mail duff...@gmail.com

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, February 21, 2011 5:04 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Adventure Games

Hi Dark,

Yeah, I know. Although, it would help if you spell the item correctly.
I'm not trying to pick on you, but I couldn't help but see you spelled
faucet forset. That would definitely be a cause for a game not to respond 
if
you spell things incorrectly like that. This isn't the first time I've 
seen

incorrect spellings like that in your e-mails, and as you probably know
interactive fiction really does require decent spelling to work.

Anyway, as someone else suggested it was probably something simple like 
"get

water"
which fits with a lot of interactive fiction games I've played.
Usually, not all the time, but usually after you play them a while there 
is

a certain logic everyone follows most of the time.

On 2/21/11, dark  wrote:

Hi tom.

That is true, though generally as Americans write a lot of if I do
tend to use American words for things reasonably often,  I did try
put cup under forset, but got "I don't know the word put" then tried
fill cup and got "there is nothing to fill it with"

While I agree on using different commands and beta testingl, the
reason I became frustrated with If was that there was far too much of
this sort of thing, and sinse I hate leaving stories in the middle,
there was nothing frustrate me more than a puzle where every solution
i tried failed to advance the plot, especially when the answer is
simply a matter of different command or item.


Beware the grue!

Dark.


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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread Hayden Presley
Hi Lisa,
His other titles, in order, are:
Time: All Things Come To An End
Heist
And Enemies.
By the way, Thomas, have you ever played and beaten Heist? If so, I'm stuck
at the stopwatch maze puzzle in the volt and am completely unsure as to how
to continue.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lisa Hayes
Sent: Monday, February 21, 2011 1:17 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Adventure Games

and what other titles has he written?
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 5:49 PM
Subject: Re: [Audyssey] Creating Adventure Games


> Hi,
>
> Yeah, tell me about it. That guy likes to keep you guessing. At times
> in his games you litterally have to think several moves ahead. Which
> is a problem if you are playing through the first time because you
> dont' know that you've royally screwed up until you blundered into it
> up to your eyeballs. Still they are great games if someone is
> interested in interactive fiction that is above average.
>
> On 2/20/11, Hayden Presley  wrote:
>> Hi,
>> Yeah--Andy Phillips is great. I have all four of his titles. There are
>> sertainly a couple of nasty bits in Heroine, such as the clocktower.
>>
>> Best Regards,
>> Hayden
>>
>
> ---
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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread Hayden Presley
Hi,
Trust me--there are quite a number of people who'd gladly agree with you. I
for one do not. I try and be quite meticulous as far as spelling goes.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Mich
Sent: Monday, February 21, 2011 5:51 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Adventure Games

Hi to dark. Dark said "I tend to
> spell everything phonetically and because I don't tend to mind as long as 
> it
> sounds right" to witch I say I do the same thing!!! and think the same as 
> you do regarding if it sounds Wright then it must be. I am happy that 
> there is another blind person who does the same thing as I do where 
> spelling is concerned. well just putting in my 2 sense worth on this 
> topic. from Mich.
- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 5:55 PM
Subject: Re: [Audyssey] Creating Adventure Games


> Hi Dark,
>
> Ahem, I do understand, but that's not even close to how faucet is
> spelled. It is f a u c e t. There isn't even an r in the word so I'm
> not sure where you are getting the for sound when it is foss not for.
> Is this an accent thing that confuses you?
>
> The reason I ask is because down south, where a lot of my relatives
> live, every one says stuff like I'm going to warsh the dishes, warsh
> my clothes, etc and I constantly ask them where they are geting the r
> from. It is spelled w a  s h which is wash. Yet they will sware up and
> down it is not spoken like wash but warsh making them sound
> uneducated. The funny thing is some of them are college educated, know
> better, and continue to use the slang. So I was just wondering if this
> is a local thing where you guys say forset instead of faucet, or an
> unintentional misspelling error.
>
>
> Cheers!
>
> On 2/21/11, dark  wrote:
>> Hi tom.
>>
>> i do know my spelling is rather haphazard, but mostly because I tend to
>> spell everything phonetically and because I don't tend to mind as long as

>> it
>> sounds right (forsit isn't really a commonly used word overhere anyway).
>>
>> generally though when I'm playing if I tend to be extra careful, in fact
>> that's one reason I keep Hal running while using winfrotz tts, so that I 
>> can
>> go and look up spellings in the text.
>>
>> beware the grue!
>>
>> dark.
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
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> list,
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> 


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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread Mich

Hi to dark. Dark said "I tend to
spell everything phonetically and because I don't tend to mind as long as 
it
sounds right" to witch I say I do the same thing!!! and think the same as 
you do regarding if it sounds Wright then it must be. I am happy that 
there is another blind person who does the same thing as I do where 
spelling is concerned. well just putting in my 2 sense worth on this 
topic. from Mich.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 5:55 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Dark,

Ahem, I do understand, but that's not even close to how faucet is
spelled. It is f a u c e t. There isn't even an r in the word so I'm
not sure where you are getting the for sound when it is foss not for.
Is this an accent thing that confuses you?

The reason I ask is because down south, where a lot of my relatives
live, every one says stuff like I'm going to warsh the dishes, warsh
my clothes, etc and I constantly ask them where they are geting the r
from. It is spelled w a  s h which is wash. Yet they will sware up and
down it is not spoken like wash but warsh making them sound
uneducated. The funny thing is some of them are college educated, know
better, and continue to use the slang. So I was just wondering if this
is a local thing where you guys say forset instead of faucet, or an
unintentional misspelling error.


Cheers!

On 2/21/11, dark  wrote:

Hi tom.

i do know my spelling is rather haphazard, but mostly because I tend to
spell everything phonetically and because I don't tend to mind as long as 
it

sounds right (forsit isn't really a commonly used word overhere anyway).

generally though when I'm playing if I tend to be extra careful, in fact
that's one reason I keep Hal running while using winfrotz tts, so that I 
can

go and look up spellings in the text.

beware the grue!

dark.


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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread Darren Duff
Yeah... I know what you mean... God made spell checkers just for people like
me lol! Just kidding hahaha! 


Darren Duff.

KK4AHX

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

personal E-mail duff...@gmail.com

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, February 21, 2011 6:02 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Adventure Games

Hi Darren,

Well, admitedly mine isn't the best either. I often make typos, come back
and proofread what I wrote and kick myself for making such a mistake. For
example, the other day I wrote  faucet like fosset, and later when I saw my
own e-mail I realised I sent it out spelled wrong.
I knew faucet is spelled f a u c e t, but for some reason when typing in a
hurry I forgot and spelled it f o s s e t. I looked at that and whent what
the heck?

Actually, part of the problem isn't that I can't spell it is I just don't
slow down long to think of the correct spelling. When typing at 50 or 60
words a minute it is easy to forget how something is spelled and just type
something that sounds right at the time. Its only when spell checking it
word by word I realise I unconsciously typed something else.

Cheers!

On 2/21/11, Darren Duff  wrote:
> Lol my spelling sucks and that's why I never was good at text adventures.
>
>
> Darren Duff.
>
> KK4AHX
>
> Drummer for The Overflow worship band!
>

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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread Thomas Ward
Hi Darren,

Well, admitedly mine isn't the best either. I often make typos, come
back and proofread what I wrote and kick myself for making such a
mistake. For example, the other day I wrote  faucet like fosset, and
later when I saw my own e-mail I realised I sent it out spelled wrong.
I knew faucet is spelled f a u c e t, but for some reason when typing
in a hurry I forgot and spelled it f o s s e t. I looked at that and
whent what the heck?

Actually, part of the problem isn't that I can't spell it is I just
don't slow down long to think of the correct spelling. When typing at
50 or 60 words a minute it is easy to forget how something is spelled
and just type something that sounds right at the time. Its only when
spell checking it word by word I realise I unconsciously typed
something else.

Cheers!

On 2/21/11, Darren Duff  wrote:
> Lol my spelling sucks and that's why I never was good at text adventures.
>
>
> Darren Duff.
>
> KK4AHX
>
> Drummer for The Overflow worship band!
>

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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread Thomas Ward
Hi Dark,

Ahem, I do understand, but that's not even close to how faucet is
spelled. It is f a u c e t. There isn't even an r in the word so I'm
not sure where you are getting the for sound when it is foss not for.
Is this an accent thing that confuses you?

The reason I ask is because down south, where a lot of my relatives
live, every one says stuff like I'm going to warsh the dishes, warsh
my clothes, etc and I constantly ask them where they are geting the r
from. It is spelled w a  s h which is wash. Yet they will sware up and
down it is not spoken like wash but warsh making them sound
uneducated. The funny thing is some of them are college educated, know
better, and continue to use the slang. So I was just wondering if this
is a local thing where you guys say forset instead of faucet, or an
unintentional misspelling error.


Cheers!

On 2/21/11, dark  wrote:
> Hi tom.
>
> i do know my spelling is rather haphazard, but mostly because I tend to
> spell everything phonetically and because I don't tend to mind as long as it
> sounds right (forsit isn't really a commonly used word overhere anyway).
>
> generally though when I'm playing if I tend to be extra careful, in fact
> that's one reason I keep Hal running while using winfrotz tts, so that I can
> go and look up spellings in the text.
>
> beware the grue!
>
> dark.

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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread Phil Vlasak

Hi Thomas,
As my spelling is bad too, I like the feature, of a text game or screen 
reader to be able to review the screen and copy a word to the clipboard.

Then allowing you to paste that word in the edit box.
So if you see a Great greaxlaxc you  can copy it's name and say,
Hi greaxlaxc!

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 5:03 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Dark,

Yeah, I know. Although, it would help if you spell the item correctly.
I'm not trying to pick on you, but I couldn't help but see you spelled
faucet forset. That would definitely be a cause for a game not to
respond if you spell things incorrectly like that. This isn't the
first time I've seen incorrect spellings like that in your e-mails,
and as you probably know interactive fiction really does require
decent spelling to work.

Anyway, as someone else suggested it was probably something simple like
"get water"
which fits with a lot of interactive fiction games I've played.
Usually, not all the time, but usually after you play them a while
there is a certain logic everyone follows most of the time.

On 2/21/11, dark  wrote:

Hi tom.

That is true, though generally as Americans write a lot of if I do tend 
to
use American words for things reasonably often,  I did try put cup 
under

forset, but got "I don't know the word put" then tried fill cup and got
"there is nothing to fill it with"

While I agree on using different commands and beta testingl, the reason I
became frustrated with If was that there was far too much of this sort of
thing, and sinse I hate leaving stories in the middle, there was nothing
frustrate me more than a puzle where every solution i tried failed to
advance the plot, especially when the answer is simply a matter of 
different

command or item.


Beware the grue!

Dark.


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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread dark

Hi tom.

i do know my spelling is rather haphazard, but mostly because I tend to 
spell everything phonetically and because I don't tend to mind as long as it 
sounds right (forsit isn't really a commonly used word overhere anyway).


generally though when I'm playing if I tend to be extra careful, in fact 
that's one reason I keep Hal running while using winfrotz tts, so that I can 
go and look up spellings in the text.


beware the grue!

dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 10:03 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Dark,

Yeah, I know. Although, it would help if you spell the item correctly.
I'm not trying to pick on you, but I couldn't help but see you spelled
faucet forset. That would definitely be a cause for a game not to
respond if you spell things incorrectly like that. This isn't the
first time I've seen incorrect spellings like that in your e-mails,
and as you probably know interactive fiction really does require
decent spelling to work.

Anyway, as someone else suggested it was probably something simple like
"get water"
which fits with a lot of interactive fiction games I've played.
Usually, not all the time, but usually after you play them a while
there is a certain logic everyone follows most of the time.

On 2/21/11, dark  wrote:

Hi tom.

That is true, though generally as Americans write a lot of if I do tend 
to
use American words for things reasonably often,  I did try put cup 
under

forset, but got "I don't know the word put" then tried fill cup and got
"there is nothing to fill it with"

While I agree on using different commands and beta testingl, the reason I
became frustrated with If was that there was far too much of this sort of
thing, and sinse I hate leaving stories in the middle, there was nothing
frustrate me more than a puzle where every solution i tried failed to
advance the plot, especially when the answer is simply a matter of 
different

command or item.


Beware the grue!

Dark.


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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread Darren Duff
Lol my spelling sucks and that's why I never was good at text adventures. 


Darren Duff.

KK4AHX

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

personal E-mail duff...@gmail.com

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, February 21, 2011 5:04 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Adventure Games

Hi Dark,

Yeah, I know. Although, it would help if you spell the item correctly.
I'm not trying to pick on you, but I couldn't help but see you spelled
faucet forset. That would definitely be a cause for a game not to respond if
you spell things incorrectly like that. This isn't the first time I've seen
incorrect spellings like that in your e-mails, and as you probably know
interactive fiction really does require decent spelling to work.

Anyway, as someone else suggested it was probably something simple like "get
water"
which fits with a lot of interactive fiction games I've played.
Usually, not all the time, but usually after you play them a while there is
a certain logic everyone follows most of the time.

On 2/21/11, dark  wrote:
> Hi tom.
>
> That is true, though generally as Americans write a lot of if I do 
> tend to use American words for things reasonably often,  I did try 
> put cup under forset, but got "I don't know the word put" then tried 
> fill cup and got "there is nothing to fill it with"
>
> While I agree on using different commands and beta testingl, the 
> reason I became frustrated with If was that there was far too much of 
> this sort of thing, and sinse I hate leaving stories in the middle, 
> there was nothing frustrate me more than a puzle where every solution 
> i tried failed to advance the plot, especially when the answer is 
> simply a matter of different command or item.
>
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread Thomas Ward
Hi Dark,

Yeah, I know. Although, it would help if you spell the item correctly.
I'm not trying to pick on you, but I couldn't help but see you spelled
faucet forset. That would definitely be a cause for a game not to
respond if you spell things incorrectly like that. This isn't the
first time I've seen incorrect spellings like that in your e-mails,
and as you probably know interactive fiction really does require
decent spelling to work.

Anyway, as someone else suggested it was probably something simple like
"get water"
which fits with a lot of interactive fiction games I've played.
Usually, not all the time, but usually after you play them a while
there is a certain logic everyone follows most of the time.

On 2/21/11, dark  wrote:
> Hi tom.
>
> That is true, though generally as Americans write a lot of if I do tend to
> use American words for things reasonably often,  I did try put cup under
> forset, but got "I don't know the word put" then tried fill cup and got
> "there is nothing to fill it with"
>
> While I agree on using different commands and beta testingl, the reason I
> became frustrated with If was that there was far too much of this sort of
> thing, and sinse I hate leaving stories in the middle, there was nothing
> frustrate me more than a puzle where every solution i tried failed to
> advance the plot, especially when the answer is simply a matter of different
> command or item.
>
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread Shiny protector

Or. x torch, l, g a, and those stuff.
- Original Message - 
From: "Trouble" 

To: "Gamers Discussion list" 
Sent: Sunday, February 20, 2011 11:57 PM
Subject: Re: [Audyssey] Creating Adventure Games



Try get water and when examining things its look.
So would go like this, take cup, get water, drink.
You not only have to look at the simple commands, but where the game was 
written. If in UK well they use a lot of names for things that just 
totally mean something else in USA.


At 03:10 PM 2/20/2011, you wrote:
my problem with if is there's often a difference betwene puzles that 
require cleverness or thinking around a problem to solve, and puzles which 
are just problems with the language or weerd actions in game.


In shade from Andrew plotkin for instance, the first puzle is to get a 
drink. there is a sink and turning the tap on yeidls the message "yep, the 
water hasn't been cut off yet, you turn the tap off" typing "drink from 
tap" gives you "you haven't druk from the forsit sinse you were small"


You find a cup, but the game simply refuses to recognize the command "put 
cup under tap"


this just frustrated me to the point where I gave up, sinse there was no 
logical reason why the stupid character if he was thirsty shouldn't fill 
the blasted cup,  yet he couldn't!


Contrast this though with the really nice puzle in earth and sky part to 
by Paul panks.


You are trapped on a small asteroid with different bio environments, which 
you can travel betwene by jumping from place to place in your powered 
earth suit (you are a superhero in that game afterall).


you discover a button in the tropical zone covered with slugs next to a 
locked elivator door, and a flask with some white christals. putting the 
white stuff on the slugs kills some of them, but more slither on top, so 
you need to get more salt.


one zone is sea, so you go to the sea zone. one item you have is a large 
dome  (actually a broken observation shelter), which you can fill with 
water. You then need to take the full dome to the desert and leave it in 
the sun. In the desert is a y shaped cactus (this confused me a bit at 
first), and another item you have at this point is a lense from a broken 
teliscope which you slot into the cactus to focus sunlight onto the sea 
water.


A couple turns later and bingo, you have salt, which you can then collect 
in the flask to take to the tropical area to kill the slugs.


This was a puzle I took some time on, exploring, working out what needed 
doing and what item did what, but the solution just required an 
application of logical principles and a use of what you found.
No weerd commands, no instances of your character being stupid, just 
streight forward looking at the problem and considdering a solution which 
imho made for a good puzle.


I think this is my problem with a lot of if, particularly the early zork 
and collossal cave type affairs.


"oh, so I was supposed to open the rusty lock by using the grane to lure 
the mother ostridge away from her nest, stealing an egg, taking it to the 
construction site and putting it under a steam hammer, annoying the monkey 
in a tree until it throws a coconut at me, smashing the coconut in half 
with the steam powered gillertene then picking up the yoke in the half 
coconut, piling the lose news paper near the sparking ellectric lead until 
it catches fire, then cooking the ostridge egg yoke in the half coconut 
until it turns to fried egg which I can then smear on the lock to grease 
it"   how stupid of me not to guess!


A made up example this is, but I have seen games with puzles just as 
convoluted as this, and while I love explirng a world and history, meeting 
it's characters and interacting in it's plot, having this type of 
frustrating, convoluted riddle which most of the time just stops me frome 
xploring and causes me frustration I find actually puts me off games.


I suppose it's a balance and a fine line, but a lot of If I've tried does 
seem to get it wrong.


If I find is one of these things that is fantastic when it's good, but 
really quite dire when it isn't.


This is also why I'm a fan of limited parza or commands, sinse that 
insures the player can experiment more easily and thus is likely to be 
able to find the solutions to complex puzles just by trying things out, 
where as having to specifically type instructions just seems to make such 
experimentation more and more difficult given how imprecise english is.


Beware the Grue!

Dark.

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Re: [Audyssey] Creating Adventure Games

2011-02-21 Thread dark

Hi tom.

That is true, though generally as Americans write a lot of if I do tend to 
use American words for things reasonably often,  I did try put cup under 
forset, but got "I don't know the word put" then tried fill cup and got 
"there is nothing to fill it with"


While I agree on using different commands and beta testingl, the reason I 
became frustrated with If was that there was far too much of this sort of 
thing, and sinse I hate leaving stories in the middle, there was nothing 
frustrate me more than a puzle where every solution i tried failed to 
advance the plot, especially when the answer is simply a matter of different 
command or item.



Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, February 20, 2011 10:56 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Dark,

Dark wrote:

You find a cup, but the game simply refuses to recognize the command
"put cup under
tap"

My reply:

In cases like that I often times find I'm over thinking the
problem/solution. I don't know the game in question but in my
experience it usually turns out to be something as simple as
"fill cup"
instead of
"put cup under tap"
which reminds me of another issue. Over here in America I don't know
of anyone who calls the fosset a tap. If I were to try that command
I'd probably typed
"put cup under fosset"
because that is generally what Americans call it. Apparently over in
the U.K. people call it a tap. This difference in names for things can
result in all kinds of problems for the gamer if he doesn't come from
a country that uses that specific noun.

For instance, lets talk about a car. In America we have the hood,
trunk, windshield, etc and if I'm reading a book written by someone
from the U.K. they call those things a bonnet, boot, and windscreen
which I find absolutely weird. Oh, I can figure out what they are
talking about because a bonnet is a type of hood, windscreen sounds
close enough to windshield to take their meaning, and if someone tells
another character to put something in the boot of the car it is easy
to guess he/she is talking about the trunk.

However, these differences in language, even relatively the same
language, can make things extremely confusing. Especially, if we are
talking interactive fiction where commands are based on the developers
experience, language, and own logic when creating the game.

For example, imagine you are in a game where you have to fix someones
car in order to acquire some special item from your friend. So you go
over and type
"open bonnet"
and you get some message like "you see no such thing." You might spend
considerable time trying this and that until you figure out the
correct command is
"open hood"
because the guy who wrote it is an American and the word bonnet never
occurred to him when writing his game.


Dark wrote:

I think this is my problem with a lot of if, particularly the early
zork and collossal
cave type affairs.

My reply:

Yeah, I've been there too. This is where I think beta testing could
come in handy. You could have the fill cup example from above and
someone might say I tried
"put cup under tap"
when the developer only has the command
"put cup under fosset"
in the game. He could tell the person the solution, but update the
game to accept
"put cup under tap"
as well. This will help work out the bugs, and would certainly resolve
all the pesky language issues too.

One of the big problems with this is we don't all think the same way.
I might try something simple like
"fill cup"
to begin with while you might try
"put cup under tap"
as your first try. Both are logical commands for the same action, but
maybe the author thought of the former and not the latter command.

Cheers!

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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Frost
On Sun, Feb 20, 2011 at 05:56:03PM -0500, Thomas Ward wrote:
> which reminds me of another issue. Over here in America I don't know
> of anyone who calls the fosset a tap.

[My Reply:]
Hi Thomas,

Well, if the game author is conversant enough to know each form, 
maybe they could write something to take either noun?

If (Open .or. Raise) .and. (hood .or bonnet) then car-explodes

...for instance.  Then both sides of the pond are covered.

Michael

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  Postings Copyrighted 2010-2011 by: Michael Ferranti


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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Lisa Hayes

and what other titles has he written?
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 5:49 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi,

Yeah, tell me about it. That guy likes to keep you guessing. At times
in his games you litterally have to think several moves ahead. Which
is a problem if you are playing through the first time because you
dont' know that you've royally screwed up until you blundered into it
up to your eyeballs. Still they are great games if someone is
interested in interactive fiction that is above average.

On 2/20/11, Hayden Presley  wrote:

Hi,
Yeah--Andy Phillips is great. I have all four of his titles. There are
sertainly a couple of nasty bits in Heroine, such as the clocktower.

Best Regards,
Hayden



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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Thomas Ward
Hi,

Yeah, tell me about it. That guy likes to keep you guessing. At times
in his games you litterally have to think several moves ahead. Which
is a problem if you are playing through the first time because you
dont' know that you've royally screwed up until you blundered into it
up to your eyeballs. Still they are great games if someone is
interested in interactive fiction that is above average.

On 2/20/11, Hayden Presley  wrote:
> Hi,
> Yeah--Andy Phillips is great. I have all four of his titles. There are
> sertainly a couple of nasty bits in Heroine, such as the clocktower.
>
> Best Regards,
> Hayden
>

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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Lisa Hayes

thanks a load.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 12:56 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Lisa,

You can download Heroine's Mantle from
http://www.wurb.com/if/game/1327
and don't forget to grab the solutions file. It is an extremely
complex interactive fiction title, extremely fun, but some of the
puzzles and the commands to type are pretty obscure.  As Emily Short
comments on the website it is one of those games that the good parts
are really good and the bad parts are really bad. So if you really get
stuck on something rather than quit the game look up the solution and
move on. That's how I ended up completing it in the end.

Cheers!


On 2/20/11, Lisa Hayes  wrote:

and where can I get this game from please? thanks.
Lisa Hayes




www.nutrimetics.com.au/lisahayes


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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Hayden Presley
Hi,
I can find another word issue game. The conbined Zork (the one that has you
in the ZorkI dungeon but with other features from ZorkII and ZorkIII, in
particular the endgame) has a major one. When I get to the box (the one that
moves you to the door of the dungeon master, the correct term is not "enter
mirror" or "enter box" or "enter opening". No, it's just "enter". I really
see no logic for that at all.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lisa Hayes
Sent: Sunday, February 20, 2011 6:54 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Adventure Games

It's a tap in Australia as well I find fill cup would be cool.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 9:56 AM
Subject: Re: [Audyssey] Creating Adventure Games


> Hi Dark,
>
> Dark wrote:
>
> You find a cup, but the game simply refuses to recognize the command
> "put cup under
> tap"
>
> My reply:
>
> In cases like that I often times find I'm over thinking the
> problem/solution. I don't know the game in question but in my
> experience it usually turns out to be something as simple as
> "fill cup"
> instead of
> "put cup under tap"
> which reminds me of another issue. Over here in America I don't know
> of anyone who calls the fosset a tap. If I were to try that command
> I'd probably typed
> "put cup under fosset"
> because that is generally what Americans call it. Apparently over in
> the U.K. people call it a tap. This difference in names for things can
> result in all kinds of problems for the gamer if he doesn't come from
> a country that uses that specific noun.
>
> For instance, lets talk about a car. In America we have the hood,
> trunk, windshield, etc and if I'm reading a book written by someone
> from the U.K. they call those things a bonnet, boot, and windscreen
> which I find absolutely weird. Oh, I can figure out what they are
> talking about because a bonnet is a type of hood, windscreen sounds
> close enough to windshield to take their meaning, and if someone tells
> another character to put something in the boot of the car it is easy
> to guess he/she is talking about the trunk.
>
> However, these differences in language, even relatively the same
> language, can make things extremely confusing. Especially, if we are
> talking interactive fiction where commands are based on the developers
> experience, language, and own logic when creating the game.
>
> For example, imagine you are in a game where you have to fix someones
> car in order to acquire some special item from your friend. So you go
> over and type
> "open bonnet"
> and you get some message like "you see no such thing." You might spend
> considerable time trying this and that until you figure out the
> correct command is
> "open hood"
> because the guy who wrote it is an American and the word bonnet never
> occurred to him when writing his game.
>
>
> Dark wrote:
>
> I think this is my problem with a lot of if, particularly the early
> zork and collossal
> cave type affairs.
>
> My reply:
>
> Yeah, I've been there too. This is where I think beta testing could
> come in handy. You could have the fill cup example from above and
> someone might say I tried
> "put cup under tap"
> when the developer only has the command
> "put cup under fosset"
> in the game. He could tell the person the solution, but update the
> game to accept
> "put cup under tap"
> as well. This will help work out the bugs, and would certainly resolve
> all the pesky language issues too.
>
> One of the big problems with this is we don't all think the same way.
> I might try something simple like
> "fill cup"
> to begin with while you might try
> "put cup under tap"
> as your first try. Both are logical commands for the same action, but
> maybe the author thought of the former and not the latter command.
>
> Cheers!
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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> If you have any questions or concerns regarding the management of the 
> list,
> please se

Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Hayden Presley
Hi,
Yeah--Andy Phillips is great. I have all four of his titles. There are
sertainly a couple of nasty bits in Heroine, such as the clocktower.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, February 20, 2011 7:57 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Adventure Games

Hi Lisa,

You can download Heroine's Mantle from
http://www.wurb.com/if/game/1327
and don't forget to grab the solutions file. It is an extremely
complex interactive fiction title, extremely fun, but some of the
puzzles and the commands to type are pretty obscure.  As Emily Short
comments on the website it is one of those games that the good parts
are really good and the bad parts are really bad. So if you really get
stuck on something rather than quit the game look up the solution and
move on. That's how I ended up completing it in the end.

Cheers!


On 2/20/11, Lisa Hayes  wrote:
> and where can I get this game from please? thanks.
> Lisa Hayes
>
>
>
>
> www.nutrimetics.com.au/lisahayes

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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Thomas Ward
Hi Lisa,

You can download Heroine's Mantle from
http://www.wurb.com/if/game/1327
and don't forget to grab the solutions file. It is an extremely
complex interactive fiction title, extremely fun, but some of the
puzzles and the commands to type are pretty obscure.  As Emily Short
comments on the website it is one of those games that the good parts
are really good and the bad parts are really bad. So if you really get
stuck on something rather than quit the game look up the solution and
move on. That's how I ended up completing it in the end.

Cheers!


On 2/20/11, Lisa Hayes  wrote:
> and where can I get this game from please? thanks.
> Lisa Hayes
>
>
>
>
> www.nutrimetics.com.au/lisahayes

---
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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Lisa Hayes

It's a tap in Australia as well I find fill cup would be cool.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 9:56 AM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Dark,

Dark wrote:

You find a cup, but the game simply refuses to recognize the command
"put cup under
tap"

My reply:

In cases like that I often times find I'm over thinking the
problem/solution. I don't know the game in question but in my
experience it usually turns out to be something as simple as
"fill cup"
instead of
"put cup under tap"
which reminds me of another issue. Over here in America I don't know
of anyone who calls the fosset a tap. If I were to try that command
I'd probably typed
"put cup under fosset"
because that is generally what Americans call it. Apparently over in
the U.K. people call it a tap. This difference in names for things can
result in all kinds of problems for the gamer if he doesn't come from
a country that uses that specific noun.

For instance, lets talk about a car. In America we have the hood,
trunk, windshield, etc and if I'm reading a book written by someone
from the U.K. they call those things a bonnet, boot, and windscreen
which I find absolutely weird. Oh, I can figure out what they are
talking about because a bonnet is a type of hood, windscreen sounds
close enough to windshield to take their meaning, and if someone tells
another character to put something in the boot of the car it is easy
to guess he/she is talking about the trunk.

However, these differences in language, even relatively the same
language, can make things extremely confusing. Especially, if we are
talking interactive fiction where commands are based on the developers
experience, language, and own logic when creating the game.

For example, imagine you are in a game where you have to fix someones
car in order to acquire some special item from your friend. So you go
over and type
"open bonnet"
and you get some message like "you see no such thing." You might spend
considerable time trying this and that until you figure out the
correct command is
"open hood"
because the guy who wrote it is an American and the word bonnet never
occurred to him when writing his game.


Dark wrote:

I think this is my problem with a lot of if, particularly the early
zork and collossal
cave type affairs.

My reply:

Yeah, I've been there too. This is where I think beta testing could
come in handy. You could have the fill cup example from above and
someone might say I tried
"put cup under tap"
when the developer only has the command
"put cup under fosset"
in the game. He could tell the person the solution, but update the
game to accept
"put cup under tap"
as well. This will help work out the bugs, and would certainly resolve
all the pesky language issues too.

One of the big problems with this is we don't all think the same way.
I might try something simple like
"fill cup"
to begin with while you might try
"put cup under tap"
as your first try. Both are logical commands for the same action, but
maybe the author thought of the former and not the latter command.

Cheers!

---
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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Lisa Hayes

and where can I get this game from please? thanks.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, February 21, 2011 5:05 AM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Michael,

Michael wrote:

  Yeah, I found myself stuck 3 moves into Heroine's Mantle, trying
to get off the stoopid pier, after trying to do everything up to and
including raping the statue and cannibalizing the dead parents on the
docks, so I eventually pitched that game...

My responce:

Rotf! Yeah, Heroin's Mantle is pretty difficult the first time
through. However, Im sure someone has a walkthrough somewhere to help
you get passed some of the more complicated puzzles. Its so long since
I've tried that one I don't even remember how to get off the pier, but
I can say that it was pretty obscure. It took me a couple of days to
figure out the puzzle. So you aren't alone doing a few hours of
banging your head against a wall trying to think of the right answer
to some of these puzzles. I think that this element is one of the
reasons some people play them. They like the mystery and frustration
of cracking the puzzle.

Cheers!

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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Trouble

Try get water and when examining things its look.
So would go like this, take cup, get water, drink.
You not only have to look at the simple commands, but where the game 
was written. If in UK well they use a lot of names for things that 
just totally mean something else in USA.


At 03:10 PM 2/20/2011, you wrote:
my problem with if is there's often a difference betwene puzles that 
require cleverness or thinking around a problem to solve, and puzles 
which are just problems with the language or weerd actions in game.


In shade from Andrew plotkin for instance, the first puzle is to get 
a drink. there is a sink and turning the tap on yeidls the message 
"yep, the water hasn't been cut off yet, you turn the tap off" 
typing "drink from tap" gives you "you haven't druk from the forsit 
sinse you were small"


You find a cup, but the game simply refuses to recognize the command 
"put cup under tap"


this just frustrated me to the point where I gave up, sinse there 
was no logical reason why the stupid character if he was thirsty 
shouldn't fill the blasted cup,  yet he couldn't!


Contrast this though with the really nice puzle in earth and sky 
part to by Paul panks.


You are trapped on a small asteroid with different bio environments, 
which you can travel betwene by jumping from place to place in your 
powered earth suit (you are a superhero in that game afterall).


you discover a button in the tropical zone covered with slugs next 
to a locked elivator door, and a flask with some white christals. 
putting the white stuff on the slugs kills some of them, but more 
slither on top, so you need to get more salt.


one zone is sea, so you go to the sea zone. one item you have is a 
large dome  (actually a broken observation shelter), which you can 
fill with water. You then need to take the full dome to the desert 
and leave it in the sun. In the desert is a y shaped cactus (this 
confused me a bit at first), and another item you have at this point 
is a lense from a broken teliscope which you slot into the cactus to 
focus sunlight onto the sea water.


A couple turns later and bingo, you have salt, which you can then 
collect in the flask to take to the tropical area to kill the slugs.


This was a puzle I took some time on, exploring, working out what 
needed doing and what item did what, but the solution just required 
an application of logical principles and a use of what you found.
No weerd commands, no instances of your character being stupid, just 
streight forward looking at the problem and considdering a solution 
which imho made for a good puzle.


I think this is my problem with a lot of if, particularly the early 
zork and collossal cave type affairs.


"oh, so I was supposed to open the rusty lock by using the grane to 
lure the mother ostridge away from her nest, stealing an egg, taking 
it to the construction site and putting it under a steam hammer, 
annoying the monkey in a tree until it throws a coconut at me, 
smashing the coconut in half with the steam powered gillertene then 
picking up the yoke in the half coconut, piling the lose news paper 
near the sparking ellectric lead until it catches fire, then cooking 
the ostridge egg yoke in the half coconut until it turns to fried 
egg which I can then smear on the lock to grease it"   how 
stupid of me not to guess!


A made up example this is, but I have seen games with puzles just as 
convoluted as this, and while I love explirng a world and history, 
meeting it's characters and interacting in it's plot, having this 
type of frustrating, convoluted riddle which most of the time just 
stops me frome xploring and causes me frustration I find actually 
puts me off games.


I suppose it's a balance and a fine line, but a lot of If I've tried 
does seem to get it wrong.


If I find is one of these things that is fantastic when it's good, 
but really quite dire when it isn't.


This is also why I'm a fan of limited parza or commands, sinse that 
insures the player can experiment more easily and thus is likely to 
be able to find the solutions to complex puzles just by trying 
things out, where as having to specifically type instructions just 
seems to make such experimentation more and more difficult given how 
imprecise english is.


Beware the Grue!

Dark.

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Tim
trouble

"Never offend people with style when you can offend them with substance."
--Sam Brown

Blindeudora list owner.
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-

Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Thomas Ward
Hi Dark,

Dark wrote:

You find a cup, but the game simply refuses to recognize the command
"put cup under
tap"

My reply:

In cases like that I often times find I'm over thinking the
problem/solution. I don't know the game in question but in my
experience it usually turns out to be something as simple as
"fill cup"
instead of
"put cup under tap"
which reminds me of another issue. Over here in America I don't know
of anyone who calls the fosset a tap. If I were to try that command
I'd probably typed
"put cup under fosset"
because that is generally what Americans call it. Apparently over in
the U.K. people call it a tap. This difference in names for things can
result in all kinds of problems for the gamer if he doesn't come from
a country that uses that specific noun.

For instance, lets talk about a car. In America we have the hood,
trunk, windshield, etc and if I'm reading a book written by someone
from the U.K. they call those things a bonnet, boot, and windscreen
which I find absolutely weird. Oh, I can figure out what they are
talking about because a bonnet is a type of hood, windscreen sounds
close enough to windshield to take their meaning, and if someone tells
another character to put something in the boot of the car it is easy
to guess he/she is talking about the trunk.

However, these differences in language, even relatively the same
language, can make things extremely confusing. Especially, if we are
talking interactive fiction where commands are based on the developers
experience, language, and own logic when creating the game.

For example, imagine you are in a game where you have to fix someones
car in order to acquire some special item from your friend. So you go
over and type
"open bonnet"
and you get some message like "you see no such thing." You might spend
considerable time trying this and that until you figure out the
correct command is
"open hood"
because the guy who wrote it is an American and the word bonnet never
occurred to him when writing his game.


Dark wrote:

I think this is my problem with a lot of if, particularly the early
zork and collossal
cave type affairs.

My reply:

Yeah, I've been there too. This is where I think beta testing could
come in handy. You could have the fill cup example from above and
someone might say I tried
"put cup under tap"
when the developer only has the command
"put cup under fosset"
in the game. He could tell the person the solution, but update the
game to accept
"put cup under tap"
as well. This will help work out the bugs, and would certainly resolve
all the pesky language issues too.

One of the big problems with this is we don't all think the same way.
I might try something simple like
"fill cup"
to begin with while you might try
"put cup under tap"
as your first try. Both are logical commands for the same action, but
maybe the author thought of the former and not the latter command.

Cheers!

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Hayden Presley
Hi Dark,
Woe...woe part 2 of of EAS came out? My question is when, and where can you
find that?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, February 20, 2011 2:11 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Adventure Games

my problem with if is there's often a difference betwene puzles that require

cleverness or thinking around a problem to solve, and puzles which are just 
problems with the language or weerd actions in game.

In shade from Andrew plotkin for instance, the first puzle is to get a 
drink. there is a sink and turning the tap on yeidls the message "yep, the 
water hasn't been cut off yet, you turn the tap off" typing "drink from tap"

gives you "you haven't druk from the forsit sinse you were small"

You find a cup, but the game simply refuses to recognize the command "put 
cup under tap"

this just frustrated me to the point where I gave up, sinse there was no 
logical reason why the stupid character if he was thirsty shouldn't fill the

blasted cup,  yet he couldn't!

Contrast this though with the really nice puzle in earth and sky part to by 
Paul panks.

You are trapped on a small asteroid with different bio environments, which 
you can travel betwene by jumping from place to place in your powered earth 
suit (you are a superhero in that game afterall).

you discover a button in the tropical zone covered with slugs next to a 
locked elivator door, and a flask with some white christals. putting the 
white stuff on the slugs kills some of them, but more slither on top, so you

need to get more salt.

one zone is sea, so you go to the sea zone. one item you have is a large 
dome  (actually a broken observation shelter), which you can fill with 
water. You then need to take the full dome to the desert and leave it in the

sun. In the desert is a y shaped cactus (this confused me a bit at first), 
and another item you have at this point is a lense from a broken teliscope 
which you slot into the cactus to focus sunlight onto the sea water.

A couple turns later and bingo, you have salt, which you can then collect in

the flask to take to the tropical area to kill the slugs.

This was a puzle I took some time on, exploring, working out what needed 
doing and what item did what, but the solution just required an application 
of logical principles and a use of what you found.
No weerd commands, no instances of your character being stupid, just 
streight forward looking at the problem and considdering a solution which 
imho made for a good puzle.

I think this is my problem with a lot of if, particularly the early zork and

collossal cave type affairs.

"oh, so I was supposed to open the rusty lock by using the grane to lure the

mother ostridge away from her nest, stealing an egg, taking it to the 
construction site and putting it under a steam hammer, annoying the monkey 
in a tree until it throws a coconut at me, smashing the coconut in half with

the steam powered gillertene then picking up the yoke in the half coconut, 
piling the lose news paper near the sparking ellectric lead until it catches

fire, then cooking the ostridge egg yoke in the half coconut until it turns 
to fried egg which I can then smear on the lock to grease it"   how 
stupid of me not to guess!

A made up example this is, but I have seen games with puzles just as 
convoluted as this, and while I love explirng a world and history, meeting 
it's characters and interacting in it's plot, having this type of 
frustrating, convoluted riddle which most of the time just stops me frome 
xploring and causes me frustration I find actually puts me off games.

I suppose it's a balance and a fine line, but a lot of If I've tried does 
seem to get it wrong.

If I find is one of these things that is fantastic when it's good, but 
really quite dire when it isn't.

This is also why I'm a fan of limited parza or commands, sinse that insures 
the player can experiment more easily and thus is likely to be able to find 
the solutions to complex puzles just by trying things out, where as having 
to specifically type instructions just seems to make such experimentation 
more and more difficult given how imprecise english is.

Beware the Grue!

Dark. 


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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread dark
my problem with if is there's often a difference betwene puzles that require 
cleverness or thinking around a problem to solve, and puzles which are just 
problems with the language or weerd actions in game.


In shade from Andrew plotkin for instance, the first puzle is to get a 
drink. there is a sink and turning the tap on yeidls the message "yep, the 
water hasn't been cut off yet, you turn the tap off" typing "drink from tap" 
gives you "you haven't druk from the forsit sinse you were small"


You find a cup, but the game simply refuses to recognize the command "put 
cup under tap"


this just frustrated me to the point where I gave up, sinse there was no 
logical reason why the stupid character if he was thirsty shouldn't fill the 
blasted cup,  yet he couldn't!


Contrast this though with the really nice puzle in earth and sky part to by 
Paul panks.


You are trapped on a small asteroid with different bio environments, which 
you can travel betwene by jumping from place to place in your powered earth 
suit (you are a superhero in that game afterall).


you discover a button in the tropical zone covered with slugs next to a 
locked elivator door, and a flask with some white christals. putting the 
white stuff on the slugs kills some of them, but more slither on top, so you 
need to get more salt.


one zone is sea, so you go to the sea zone. one item you have is a large 
dome  (actually a broken observation shelter), which you can fill with 
water. You then need to take the full dome to the desert and leave it in the 
sun. In the desert is a y shaped cactus (this confused me a bit at first), 
and another item you have at this point is a lense from a broken teliscope 
which you slot into the cactus to focus sunlight onto the sea water.


A couple turns later and bingo, you have salt, which you can then collect in 
the flask to take to the tropical area to kill the slugs.


This was a puzle I took some time on, exploring, working out what needed 
doing and what item did what, but the solution just required an application 
of logical principles and a use of what you found.
No weerd commands, no instances of your character being stupid, just 
streight forward looking at the problem and considdering a solution which 
imho made for a good puzle.


I think this is my problem with a lot of if, particularly the early zork and 
collossal cave type affairs.


"oh, so I was supposed to open the rusty lock by using the grane to lure the 
mother ostridge away from her nest, stealing an egg, taking it to the 
construction site and putting it under a steam hammer, annoying the monkey 
in a tree until it throws a coconut at me, smashing the coconut in half with 
the steam powered gillertene then picking up the yoke in the half coconut, 
piling the lose news paper near the sparking ellectric lead until it catches 
fire, then cooking the ostridge egg yoke in the half coconut until it turns 
to fried egg which I can then smear on the lock to grease it"   how 
stupid of me not to guess!


A made up example this is, but I have seen games with puzles just as 
convoluted as this, and while I love explirng a world and history, meeting 
it's characters and interacting in it's plot, having this type of 
frustrating, convoluted riddle which most of the time just stops me frome 
xploring and causes me frustration I find actually puts me off games.


I suppose it's a balance and a fine line, but a lot of If I've tried does 
seem to get it wrong.


If I find is one of these things that is fantastic when it's good, but 
really quite dire when it isn't.


This is also why I'm a fan of limited parza or commands, sinse that insures 
the player can experiment more easily and thus is likely to be able to find 
the solutions to complex puzles just by trying things out, where as having 
to specifically type instructions just seems to make such experimentation 
more and more difficult given how imprecise english is.


Beware the Grue!

Dark. 



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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Thomas Ward
Hi David,

Interesting. Although, as I said if I do go with the easy menu
navigation idea, which seams to be pretty popular with the comments
I've been seeing on list, menus won't be able to scroll for the simple
reason there is no way to get to certain keys like the arrow keys,
page up/pagedown, function keys, just because they require hardware
scan codes requiring platform specific event driven APIs which shoots
cross-platform compatibility down the toilet. However, generic keys
such as a through z, 1 through 9, tab, enter, space, etc can be easily
accessed by comparing the key with its ascii key code. Since the ascii
key codes are standardized this pretty much works with most generic
keys, but just not for extended keys.

So if you did press say x for examine item, and say the number 5 to
examine sword that would be just as quick and easy as you described
over all. That's two key/button presses verses typing out "examine
sword" which isn't as easy to do on a phone.


Cheers!




On 2/20/11, David Chittenden  wrote:
> Hello,
>
> After some discussions about various interfaces which I was recently
> involved in, I would be keen on both first letter menu activation, and a
> generic key which would bring up all of the possible commands; like the
> alt key in windows.
>
> As I have an iPhone, I would love to see more text adventure games in
> that format. Note that many of the current text adventure games which I
> have on my iPhone give a list of choices which you double or split tap
> to select your choice and then you tap the proceed button.
>
> David Chittenden, MSc, CRC, MRCAA
> Email: dchitten...@gmail.com
>
>

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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread dark

Hi Tom.

I've seen some of this randomness you speak of ddone before by som of of the 
cleverer inform writers, try wumpus 2000 for instance, which is brilliant 
for random room features and descriptive items, even changing their location 
from game to game, though I am less keen on it's implementation of weapons 
and combat, stil it is one of the better attempts at a zcode rpg I've tried.


I do however like your idea of a commands txt file, sinse if the player has 
an idea of the sort of verbs you might require to use this will give them a 
scope for thinking of puzle solutions without having to deal with parza 
problems.


This is one thing I think Eamon got very write, as in fact did 
fallthru,  in fact I love much of what fallthru does for random 
description and handling things like fatigue, and the landscape and world is 
just beautiful!


I've often thought if I ever wrote games I'd most want to create a text rpg 
which had some of the better features of fallthru, the large explorable map, 
the stunning landscape description and the complex world, but with a less 
clunky command system and less need for some of the more annoying item 
management and directional puzles,  for instance having to juggle items 
around to hold enough food or a canteen in hand in order to eat or drink.


if you've not played fallthru I'd deffinately recommend it, while it has 
it's flaws there stil much I admire in the game.


Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, February 20, 2011 5:46 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Dark,

Ah, yes. The infamous Emily Short. Her games absolutely rule. I love
her if adventures.

Anyway, I think there is another solution to your problem of "guess
the verb" and it would be just to provide a commands.txt file with the
game so if you really get stuck with a puzzle, can't get passed
something, you can look up the command to type. Plus there is the
possibility of adding them to the hints system. I think there are
probably work arounds for some of those problems like that.

As for combat if games really are lacking on that end of things.
However, I did discover that Adrift, Inform, etc do allow you to
declare integer variables so it certainly is possible to add stats
such as health, stamina, speed, etc. Not as good as a full blown
programming language like C++, but it certainly provides some
flexability in declaring stats, number of items, etc. Still like you I
find the battle systems pretty primative all things considered.

Something else that is lacking is randomly setting up levels and
things like that before the game starts. It could be something small
like you walk into your office and need to speak to your secratary in
order to get some important piece of mail required to solve a puzzle
element somewhere in the game. When you examine her one game she might
be waring a blue blouse with white lace on the sleaves, a white cotton
skirt, and blue pumps, and in the next game she might be waring a
white shirt, dark gray jacket, dark gray skirt, and brown sandles.
This really doesn't effect the game play, but it does make things
different from game to game. The if game toolkits I've played with
this weekend don't seam to have that degree of flexability in randomly
selecting stuff.

On 2/20/11, dark  wrote:

Hi Tom.

Well that is true reguarding the carelessness of developers, but even in
games which had a very good review score I often found myself frustrated 
by

guess the verb puzles like that, which is the reason for my concern.

Certainly though I've seen menue driven conversations where you choose 
from
a list of responses what your character says and these have very well 
driven

some of my favourite games like Emily short's game Pytho's mask (one I
highly recommend actually tom), and the earth and sky series.

Also, i do wonder how successful a standard if language would be for
handling such things as hitpoint tracking and combat, particuloarly if 
you
want to insert such things as learnable combat techniques spells, 
treasure

which boosts stats and the like.

Some implementations of combat I've sen in if games,  such as in
shaddowland has proved rather buggy and randomized, particularly when for
instance, the enemy attacks you when you mistype a command or try a 
command
the game doesn't recognized (most frustrating for someone like me who 
tends
to try of different actions in combat than just the standard attack 
attack

attack).

Beware the Grue!

Dark.


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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Thomas Ward
Hi Michael,

Michael wrote:

   Yeah, I found myself stuck 3 moves into Heroine's Mantle, trying
to get off the stoopid pier, after trying to do everything up to and
including raping the statue and cannibalizing the dead parents on the
docks, so I eventually pitched that game...

My responce:

Rotf! Yeah, Heroin's Mantle is pretty difficult the first time
through. However, Im sure someone has a walkthrough somewhere to help
you get passed some of the more complicated puzzles. Its so long since
I've tried that one I don't even remember how to get off the pier, but
I can say that it was pretty obscure. It took me a couple of days to
figure out the puzzle. So you aren't alone doing a few hours of
banging your head against a wall trying to think of the right answer
to some of these puzzles. I think that this element is one of the
reasons some people play them. They like the mystery and frustration
of cracking the puzzle.

Cheers!

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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Thomas Ward
Hi NIcol,

Nicol wrote:

 Are you planning a synbian port for these games in the future for mobiles
such as the n66?

My reply:

I don't know yet. I haven't decided on weather or not I'm going to use
a programming language or a triditional interactive fiction toolkit. I
haven't decided on menus vs triditional text commands. There are
advantages of both methods, and now that I'm getting into the if
toolkits I'm finding I actually like them. They are simple,  quick and
easy, and I can put together a few games with relative ease. That's
not to say they aren't without their drawbacks. They have those too,
but over all I think I could make do with those for now. If I do
decide to go with something like Inform it would litterally run on
every device where there is a copy of frotz or similar zcode
interpretor. Which is a very powerful argument in favor of using
triditional if toolkits like that.


Cheers!

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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Thomas Ward
Hi Dark,

Ah, yes. The infamous Emily Short. Her games absolutely rule. I love
her if adventures.

Anyway, I think there is another solution to your problem of "guess
the verb" and it would be just to provide a commands.txt file with the
game so if you really get stuck with a puzzle, can't get passed
something, you can look up the command to type. Plus there is the
possibility of adding them to the hints system. I think there are
probably work arounds for some of those problems like that.

As for combat if games really are lacking on that end of things.
However, I did discover that Adrift, Inform, etc do allow you to
declare integer variables so it certainly is possible to add stats
such as health, stamina, speed, etc. Not as good as a full blown
programming language like C++, but it certainly provides some
flexability in declaring stats, number of items, etc. Still like you I
find the battle systems pretty primative all things considered.

Something else that is lacking is randomly setting up levels and
things like that before the game starts. It could be something small
like you walk into your office and need to speak to your secratary in
order to get some important piece of mail required to solve a puzzle
element somewhere in the game. When you examine her one game she might
be waring a blue blouse with white lace on the sleaves, a white cotton
skirt, and blue pumps, and in the next game she might be waring a
white shirt, dark gray jacket, dark gray skirt, and brown sandles.
This really doesn't effect the game play, but it does make things
different from game to game. The if game toolkits I've played with
this weekend don't seam to have that degree of flexability in randomly
selecting stuff.

On 2/20/11, dark  wrote:
> Hi Tom.
>
> Well that is true reguarding the carelessness of developers, but even in
> games which had a very good review score I often found myself frustrated by
> guess the verb puzles like that, which is the reason for my concern.
>
> Certainly though I've seen menue driven conversations where you choose from
> a list of responses what your character says and these have very well driven
> some of my favourite games like Emily short's game Pytho's mask (one I
> highly recommend actually tom), and the earth and sky series.
>
> Also, i do wonder how successful a standard if language would be for
> handling such things as hitpoint tracking and combat, particuloarly if you
> want to insert such things as learnable combat techniques spells, treasure
> which boosts stats and the like.
>
> Some implementations of combat I've sen in if games,  such as in
> shaddowland has proved rather buggy and randomized, particularly when for
> instance, the enemy attacks you when you mistype a command or try a command
> the game doesn't recognized (most frustrating for someone like me who tends
> to try of different actions in combat than just the standard attack attack
> attack).
>
> Beware the Grue!
>
> Dark.
>
>
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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread NIcol
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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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Frost
On Sun, Feb 20, 2011 at 08:12:59AM -, dark wrote:
> even in games which had a very good review score I often found
> myself frustrated by guess the verb puzles like that,

[My Reply:]
Hi Dark


Yeah, I found myself stuck 3 moves into Heroine's Mantle, trying 
to get off the stoopid pier, after trying to do everything up to and 
including raping the statue and cannibalizing the dead parents on the 
docks, so I eventually pitched that game...

Michael

--
Linux User: 177869 # Powered By: Intel # http://rivensight.dyndns.org
  Postings Copyrighted 2010-2011 by: Michael Ferranti


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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread dark

Hi Tom.

Well that is true reguarding the carelessness of developers, but even in 
games which had a very good review score I often found myself frustrated by 
guess the verb puzles like that, which is the reason for my concern.


Certainly though I've seen menue driven conversations where you choose from 
a list of responses what your character says and these have very well driven 
some of my favourite games like Emily short's game Pytho's mask (one I 
highly recommend actually tom), and the earth and sky series.


Also, i do wonder how successful a standard if language would be for 
handling such things as hitpoint tracking and combat, particuloarly if you 
want to insert such things as learnable combat techniques spells, treasure 
which boosts stats and the like.


Some implementations of combat I've sen in if games,  such as in 
shaddowland has proved rather buggy and randomized, particularly when for 
instance, the enemy attacks you when you mistype a command or try a command 
the game doesn't recognized (most frustrating for someone like me who tends 
to try of different actions in combat than just the standard attack attack 
attack).


Beware the Grue!

Dark. 



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Re: [Audyssey] Creating Adventure Games

2011-02-19 Thread David Chittenden

Hello,

After some discussions about various interfaces which I was recently 
involved in, I would be keen on both first letter menu activation, and a 
generic key which would bring up all of the possible commands; like the 
alt key in windows.


As I have an iPhone, I would love to see more text adventure games in 
that format. Note that many of the current text adventure games which I 
have on my iPhone give a list of choices which you double or split tap 
to select your choice and then you tap the proceed button.


David Chittenden, MSc, CRC, MRCAA
Email: dchitten...@gmail.com


On 2/19/2011 10:04 AM, Thomas Ward wrote:

Hi everyone,

For quite a while I have been thinking of trying my hand at some
simple text adventure games and maybe eventually work my way up to
some sort of game like Nethack, Ancient Domains of Mystery, or maybe
even as complex as Entombed. As most of you know i use Linux most of
the time, and the majority of accessible games are text adventures. So
this would be a logical place to start since such games are relatively
inexpensive and easy to make, and usually are cross-platform too. Of
course, there is various text adventure systems like Inform, Adrift,
Tads, etc but I've been thinking of writing them in a traditional
programming language like C, Java, or Python. Anyway,before I even
think of the technical details there are some things about the user
interface I'd like to get your input on.

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. 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?

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?

Finally, we get down to the technical details. As I said I am well
aware of Inform and Adrift, but in many ways those text adventure
systems are not quite as flexable enough for what I want to do. If I
wanted to create a multilevel dungeon like Entombed they would fall
short pretty fast. That leaves me with the option of using a language
like C/C++ or something else. At the moment I'm thinking of C/C++
because if written correctly the games should be fairly easy to
recompile for other platforms and devices. While Java and Python have
their advantages too if I wanted to port these games to cell phones,
note takers, it wouldn't necessarily be as easy to do. However, the
advantage of Python or Java would be I could hit the big three
platforms Windows, Mac, or Linux with one easy swoop without having to
recompile anything. Any thoughts?

Cheers!

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Re: [Audyssey] Creating Adventure Games

2011-02-19 Thread Thomas Ward
Hi Ibrahim,

Well, I've certainly changed my mind since the last time I wrote the
list. I've been playing around with Inform 7 and I really like the
changes in the language since I messed around with inform a few years
back. I also am taking a look at Adrift 4.0.51 and compared to the 3.9
era of the generator the new 4.0 generator is quite a bit more
flexable and advanced. For quick text adventures Adrift is certainly
able to slap together some pretty involving games fairly quickly.
Although, I think Inform is superior to Adrift in a few regards. A,
there are cross-platform Inform development tools for Inform while
Adrift is primarily Windows based, and B, while Adrifts generator is
fairly functional there are still some advantages to coding games by
hand. All the same I'm pretty impressed so far.

For example, a game I'm thinking of making is a game about Vietnam
similar to the Missing in Action movies where this U.S. Navey seal
dude goes in to rescue downed prisoners of war. I used Adrift to draw
the landing area a large sandy stretch of beach, and was able to add a
looping sound of water crashing on the shore. Which I have to say was
pretty authentic ambience here for a text adventure. As soon as I
moved into the jungle I got into a combat situation with a North
Vietnamese sniper. It was pretty cool not only writing that but by
being able to add authentic M-16 and AK-47 rifle shots to the combat.
Plus not to put too much of a fine point on it I took my game I
created with the Adrift Generator, copied it over to Linux and played
it without fail using Scare. So I think once I purchase something like
Adrift or figure out Inform 7 a little better I'll probably stick with
a triditional adventure system after all. I'm fairly impressed with
what I could do after reading through the manual once through and how
I could slap together a basic game in like two or three hours of
coding. I realise with a months worth of time I could create some
potentially awesome text adventures that would be both accessible and
worth hours of game play.

As for usanet news groups I'm out of luck there. My ISP, Roadrunner,
does not offer usanet news service, nor do I know how to locate a free
usanet news service. Oh, I could probably get it going under Linux,
but I don't have a dedicated Linux machine right now to act as a news
server/mail server/source code repository etc. Too bad because I'd
love to have my usanet news back.

Cheers!


On 2/19/11, Ibrahim Gucukoglu  wrote:
> Hi Thomas.
>
> Well, I'm still convinced that one of the many text adventure development
> platforms already in existence is more than capable of handling what you
> want, but as I'm not a programmer and can only speak from a players
> perspective, you might want to get on the usenet bandwagon as there are a
> couple of newsgroups dedicated to players and producers alike, these being
> rec.games.int-fiction and rec.arts.int-fiction.  There, many of some of the
> finest minds in the IF world gather to discuss development teqniques so you
> will find yourself in confident and capable hands should you ever need
> advice.
>
> All the best, Ibrahim.

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Re: [Audyssey] Creating Adventure Games

2011-02-19 Thread Thomas Ward
HI Dark,

Well, I've certainly had my fair share of those experiences too, but
to be honest a lot of it comes down to the game creator and not really
the fault of Adrift, Inform, etc. Thanks to some urging from Ibrahim
i've grabbed the manuals for Adrift 4.0, Inform 7, Tads, etc and have
been looking into how triditional interactive fiction games are made.
Fact of the matter was some of my own views and beliefs about the if
languages were wrong because I hadn't touched Inform for a very long
time and the language has gotten far more advanced than the last time
I looked at it. While I have played Adrift games for a number of years
now I really hadn't looked at the generator since the 3.9 days because
they went to a shareware license and I wasn't willing to spend the
money on it. However, I recently downloaded the demo of the Adrift 4.0
generator and am surprised at how much has changed since 3.9. I
actually managed to build a simple Vietnam war game using Adrift, and
if I had a licenced copy of the generator I could have made it into a
full scaled action adventure game.

However, getting back  to the point the thing I've discovered is you
can create practically an unlimited number of aliases for objects like
gun, machine gun, rifle, etc and that makes the input system much more
flexable. If you decide to write your own commands you can make an
unlimited number of commands, refrazing the command a few different
ways, making it easier to guess the correct verb or item name.
Unfortunately, in those situations where you must guess the exact
fraze it sounds to me like the developer was just being lazy and
didn't want to add any alternative commands or alias to the game.
Though, I can say if I do decide to use Inform, Adrift, Tads, whatever
I will try and add as many different alternatives to make them easier
to play.

On 2/19/11, dark  wrote:
> Hi Tom.
>
> I actually thought this was a good idea first off, but obviously you've been
> concerned with mota.
>
> About output I don't mind so long as it isn't screen reader specific, ie,
> the game outputs text only to jaws, window eyes etc, but obviously that
> won't be the case if your planning something cross platform.
>
> Sapi auto speach would make life slightly easier I suppose for people not as
> used to reading the screen with review cursers as I am, but personally I
> don't mind.
>
> Actually, what I do when I play if games is use both methods, I use win
> frotz to output to sapi, and then Hal's virtual curser to reread or check
> spellings.
>
> As regards format though, that's the big question.
>
> Standard if languages aren't good at creating games with combat or character
> stats, so I deffinately agreee on this decision of yours, especially if your
> looking at a game with at least some rpg like features rather than just
> parza based puzles.
>
> Lastly, for parza.
>
> I must admit the reason i don't play if anymore, is simply that I got too
> sick of puzles which were either completely obscure and unguessable, or
> required a ridiculous sequence of commands which were totally unnatural.
>
> For instance in the pentori prequal I met a wizard who said "we need you to
> save the kingdom" and nothing else.
>
> After4 a while of abortive attempts I finally had to type "ask about need"
> which is just insane.
>
> A conversation menue with various choices to ask would've been much better.
>
> Also, if you've only got a basic "use" or "use with" command, you can make
> your puzles far more obscure, sinse the player has a limited amount of
> possibilities, namely, only what items and stationary objects are around.
>
> Imagine this puzle for instance, you've just been locked in the amo store of
> evil Pirate peetes pirate ship which has in it a barrel of gun pouder.
>
> In your inventory you have two flint arrow heads.
>
> in a standard if game you could spend ages mucking about trying to tip the
> pouder of the barrel typing "tip barrel" or "empty barrel" or "get all
> barrel" (I've been in this situation in several if titles myself), with the
> barrel typing "strike" flint or "light pouder" or "rub flint" or goodness
> knows what.
>
> however having a generic use command means you can just use barrel, which
> produces "pile of gun pouder" then use flint with other flint to produce a
> spark. "use barrel" twice could also be used for part of the puzle where you
> need to get in the barrel to protect yourself from the explosion, as opposed
> to "enter barrel" "wear barrel" and all the other fun.
>
> It strikes me English is far too imprecise a language to make good game
> controls,  especially if your righting from scratch and on't have the in
> built redundency which most standard if Parza's have,  eg, get and take
> doing the same thing.
>
> I'd deffinately prefer the menue situation, which could also be good for
> combat too.
>
> Beware the grue!
>
> dark.

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Re: [Audyssey] Creating Adventure Games

2011-02-19 Thread Charles Rivard

The output to a braille display would be through your screen reader.

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Lisa Hayes" 

To: "Gamers Discussion list" 
Sent: Friday, February 18, 2011 11:28 PM
Subject: Re: [Audyssey] Creating Adventure Games


Thomas I like this idea a lot, the grab menu thing is good and the single 
letters for directions is good to and easy.  I like the screen reader 
option, but am willing to try other voices.  One thing I will say is don't 
forget our deaf blind gamers, I nearly said dead blind, oh dear.  Maybe an 
option to output to a brailed display could be their somewhere.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, February 19, 2011 8:04 AM
Subject: [Audyssey] Creating Adventure Games



Hi everyone,

For quite a while I have been thinking of trying my hand at some
simple text adventure games and maybe eventually work my way up to
some sort of game like Nethack, Ancient Domains of Mystery, or maybe
even as complex as Entombed. As most of you know i use Linux most of
the time, and the majority of accessible games are text adventures. So
this would be a logical place to start since such games are relatively
inexpensive and easy to make, and usually are cross-platform too. Of
course, there is various text adventure systems like Inform, Adrift,
Tads, etc but I've been thinking of writing them in a traditional
programming language like C, Java, or Python. Anyway,before I even
think of the technical details there are some things about the user
interface I'd like to get your input on.

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. 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?

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?

Finally, we get down to the technical details. As I said I am well
aware of Inform and Adrift, but in many ways those text adventure
systems are not quite as flexable enough for what I want to do. If I
wanted to create a multilevel dungeon like Entombed they would fall
short pretty fast. That leaves me with the option of using a language
like C/C++ or something else. At the moment I'm thinking of C/C++
because if written correctly the games should be fairly easy to
recompile for other platforms and devices. While Java and Python have
their advantages too if I wanted to port these games to cell phones,
note takers, it wouldn't necessarily be as easy to do. However, the
advantage of Python or Java would be I could hit the big three
platforms Windows, Mac, or Linux with one easy swoop without having to
recompile anything. Any thoughts?

Cheers!

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If you want t

Re: [Audyssey] Creating Adventure Games

2011-02-19 Thread shaun everiss

I aggree with you.
my brother has rsi from playing to many games in his youth.
He relies on draggon for most of his stuff.
Then again I have a couple mates that were doing if games before I 
was born well at least in 1995 when i was at school and they feel 
fully confertable on a board typing.

At 06:59 p.m. 19/02/2011, you wrote:

Hi Lisa,

Well, I certainly haven't forgotten about the deaf blind gamers.
Weather I included Sapi or not there would be text on the screen
anyway. It could be read with the Jaws cursor, Window-Eyes mouse
cursor, etc. The thing I really like about text based games is that
they really are universally accessible. It doesn't matter if you are
blind, deaf, sighted, etc they are equally playable. The only people
triditional text adventures really leave out are those who can't type
or those who have trouble spelling words.

For example, I do know someone who has a problem with putting sounds
together to form words. He tries to sound words out and spell them
like they sound and he ends up making some really unusual mistakes.
His spelling is so bad Microsoft Word's spell checker can't even
figure out the words. The only way he can really compose e-mails and
things like that is to use something like Dragon Naturally Speaking
which drastically reduces the number of words he has to type/spell. So
obviously with a problem like that playing triditional text adventure
games is beyond his abilities, or at the very least are difficult.

Anyway, with that in mind I was thinking about trying my hand at
something totally accessible to just about everyone. If someone is
deaf-blind they could use their screen reader and braille display to
read the screen. If they are just blind they can have the screen read
aloud. If Someone has some sort of cognative disability where they
can't read/write well that too can be resolved.

Cheers!


On 2/19/11, Lisa Hayes  wrote:
> Thomas I like this idea a lot, the grab menu thing is good and the single
> letters for directions is good to and easy.  I like the screen reader
> option, but am willing to try other voices.  One thing I will say is don't
> forget our deaf blind gamers, I nearly said dead blind, oh dear.  Maybe an
> option to output to a brailed display could be their somewhere.
> Lisa Hayes
>

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Re: [Audyssey] Creating Adventure Games

2011-02-19 Thread dark

Hi Tom.

I actually thought this was a good idea first off, but obviously you've been 
concerned with mota.


About output I don't mind so long as it isn't screen reader specific, ie, 
the game outputs text only to jaws, window eyes etc, but obviously that 
won't be the case if your planning something cross platform.


Sapi auto speach would make life slightly easier I suppose for people not as 
used to reading the screen with review cursers as I am, but personally I 
don't mind.


Actually, what I do when I play if games is use both methods, I use win 
frotz to output to sapi, and then Hal's virtual curser to reread or check 
spellings.


As regards format though, that's the big question.

Standard if languages aren't good at creating games with combat or character 
stats, so I deffinately agreee on this decision of yours, especially if your 
looking at a game with at least some rpg like features rather than just 
parza based puzles.


Lastly, for parza.

I must admit the reason i don't play if anymore, is simply that I got too 
sick of puzles which were either completely obscure and unguessable, or 
required a ridiculous sequence of commands which were totally unnatural.


For instance in the pentori prequal I met a wizard who said "we need you to 
save the kingdom" and nothing else.


After4 a while of abortive attempts I finally had to type "ask about need" 
which is just insane.


A conversation menue with various choices to ask would've been much better.

Also, if you've only got a basic "use" or "use with" command, you can make 
your puzles far more obscure, sinse the player has a limited amount of 
possibilities, namely, only what items and stationary objects are around.


Imagine this puzle for instance, you've just been locked in the amo store of 
evil Pirate peetes pirate ship which has in it a barrel of gun pouder.


In your inventory you have two flint arrow heads.

in a standard if game you could spend ages mucking about trying to tip the 
pouder of the barrel typing "tip barrel" or "empty barrel" or "get all 
barrel" (I've been in this situation in several if titles myself), with the 
barrel typing "strike" flint or "light pouder" or "rub flint" or goodness 
knows what.


however having a generic use command means you can just use barrel, which 
produces "pile of gun pouder" then use flint with other flint to produce a 
spark. "use barrel" twice could also be used for part of the puzle where you 
need to get in the barrel to protect yourself from the explosion, as opposed 
to "enter barrel" "wear barrel" and all the other fun.


It strikes me English is far too imprecise a language to make good game 
controls,  especially if your righting from scratch and on't have the in 
built redundency which most standard if Parza's have,  eg, get and take 
doing the same thing.


I'd deffinately prefer the menue situation, which could also be good for 
combat too.


Beware the grue!

dark. 



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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Lisa Hayes
Thomas I was in no way saying you'd forgotten anyone, your friend for 
example could I hope with your games play them in some shape or form, maybe 
for him icons or pictures or something, not test I know, but that option 
could be their to be turned on and off by the user.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, February 19, 2011 4:59 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Lisa,

Well, I certainly haven't forgotten about the deaf blind gamers.
Weather I included Sapi or not there would be text on the screen
anyway. It could be read with the Jaws cursor, Window-Eyes mouse
cursor, etc. The thing I really like about text based games is that
they really are universally accessible. It doesn't matter if you are
blind, deaf, sighted, etc they are equally playable. The only people
triditional text adventures really leave out are those who can't type
or those who have trouble spelling words.

For example, I do know someone who has a problem with putting sounds
together to form words. He tries to sound words out and spell them
like they sound and he ends up making some really unusual mistakes.
His spelling is so bad Microsoft Word's spell checker can't even
figure out the words. The only way he can really compose e-mails and
things like that is to use something like Dragon Naturally Speaking
which drastically reduces the number of words he has to type/spell. So
obviously with a problem like that playing triditional text adventure
games is beyond his abilities, or at the very least are difficult.

Anyway, with that in mind I was thinking about trying my hand at
something totally accessible to just about everyone. If someone is
deaf-blind they could use their screen reader and braille display to
read the screen. If they are just blind they can have the screen read
aloud. If Someone has some sort of cognative disability where they
can't read/write well that too can be resolved.

Cheers!


On 2/19/11, Lisa Hayes  wrote:

Thomas I like this idea a lot, the grab menu thing is good and the single
letters for directions is good to and easy.  I like the screen reader
option, but am willing to try other voices.  One thing I will say is 
don't
forget our deaf blind gamers, I nearly said dead blind, oh dear.  Maybe 
an

option to output to a brailed display could be their somewhere.
Lisa Hayes



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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Thomas Ward
Hi Lisa,

Well, I certainly haven't forgotten about the deaf blind gamers.
Weather I included Sapi or not there would be text on the screen
anyway. It could be read with the Jaws cursor, Window-Eyes mouse
cursor, etc. The thing I really like about text based games is that
they really are universally accessible. It doesn't matter if you are
blind, deaf, sighted, etc they are equally playable. The only people
triditional text adventures really leave out are those who can't type
or those who have trouble spelling words.

For example, I do know someone who has a problem with putting sounds
together to form words. He tries to sound words out and spell them
like they sound and he ends up making some really unusual mistakes.
His spelling is so bad Microsoft Word's spell checker can't even
figure out the words. The only way he can really compose e-mails and
things like that is to use something like Dragon Naturally Speaking
which drastically reduces the number of words he has to type/spell. So
obviously with a problem like that playing triditional text adventure
games is beyond his abilities, or at the very least are difficult.

Anyway, with that in mind I was thinking about trying my hand at
something totally accessible to just about everyone. If someone is
deaf-blind they could use their screen reader and braille display to
read the screen. If they are just blind they can have the screen read
aloud. If Someone has some sort of cognative disability where they
can't read/write well that too can be resolved.

Cheers!


On 2/19/11, Lisa Hayes  wrote:
> Thomas I like this idea a lot, the grab menu thing is good and the single
> letters for directions is good to and easy.  I like the screen reader
> option, but am willing to try other voices.  One thing I will say is don't
> forget our deaf blind gamers, I nearly said dead blind, oh dear.  Maybe an
> option to output to a brailed display could be their somewhere.
> Lisa Hayes
>

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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Jacob Kruger
I like the idea, and would go for/like the idea of invoking item listings, 
etc., as well as, generating your own voice output, but that would really 
depend on platform etc., and the main problem I have with things like 
general console/command line output is all screen readers seem to 
handle/render it a little different.


I've actually also been looking into a simplish interface of sorts like this 
using webpages, since that would also keep it relatively platform 
independent, but then actual environment/situation source/information would 
have to be either generated randomly, client side to make it possible to use 
these things offline using client side javascript or something, or it would 
need to be run off a web server, which is alright, but would honestly prefer 
to make it usable offline, but, yes, that would then drop some of the 
possibilities with regard to complexity, etc.


Anyway, just my thoughts...

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, February 18, 2011 11:04 PM
Subject: [Audyssey] Creating Adventure Games



Hi everyone,

For quite a while I have been thinking of trying my hand at some
simple text adventure games and maybe eventually work my way up to
some sort of game like Nethack, Ancient Domains of Mystery, or maybe
even as complex as Entombed. As most of you know i use Linux most of
the time, and the majority of accessible games are text adventures. So
this would be a logical place to start since such games are relatively
inexpensive and easy to make, and usually are cross-platform too. Of
course, there is various text adventure systems like Inform, Adrift,
Tads, etc but I've been thinking of writing them in a traditional
programming language like C, Java, or Python. Anyway,before I even
think of the technical details there are some things about the user
interface I'd like to get your input on.

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. 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?

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?

Finally, we get down to the technical details. As I said I am well
aware of Inform and Adrift, but in many ways those text adventure
systems are not quite as flexable enough for what I want to do. If I
wanted to create a multilevel dungeon like Entombed they would fall
short pretty fast. That leaves me with the option of using a language
like C/C++ or something else. At the moment I'm thinking of C/C++
because if written correctly the games should be fairly easy to
recompile for other platforms and devices. While Java and Python have
their advantages too if I wanted to port these games to cell phones,
note takers, it wouldn't necessarily be as easy to do. However, the
advantage of Python or Java would be I could hit the big three
platforms Windows, Mac, or Linux with one easy swoop without having to
recompile anything. Any thoughts?

Cheers!

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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Lisa Hayes

And some kind of score system.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, February 19, 2011 4:45 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Lisa,

I don't think that would be a problem. Just asign it to the question
mark and have it bring up some kind of help system.

Cheers!


On 2/19/11, Lisa Hayes  wrote:

and what about a help system, like the one in the zork games.
Lisa Hayes



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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Thomas Ward
Hi Lisa,

I don't think that would be a problem. Just asign it to the question
mark and have it bring up some kind of help system.

Cheers!


On 2/19/11, Lisa Hayes  wrote:
> and what about a help system, like the one in the zork games.
> Lisa Hayes
>

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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Lisa Hayes

and what about a help system, like the one in the zork games.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Thomas Ward" 
To: "Lori Duncan" ; "Gamers Discussion list" 


Sent: Saturday, February 19, 2011 9:30 AM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Lori,

It is certainly possible. Of course I wouldn't spend a lot of money on
sounds and music like I would on a production like MOTA because these
are suppose to be free casual games. However, to get back to the
point, yeah, they could have some sounds/music.

All I'd have to do is use a cross-platform library like FMOD, load
some back ground ambience, footstep sounds, weapons, etc and you kind
of get a modern text adventure game.  However, we will see.I don't
really know what I'll be using to make these games yet.

Cheers!




On 2/18/11, Lori Duncan  wrote:

Hi tom would these have sounds?  Great idea I really like it.


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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Lisa Hayes
Thomas I like this idea a lot, the grab menu thing is good and the single 
letters for directions is good to and easy.  I like the screen reader 
option, but am willing to try other voices.  One thing I will say is don't 
forget our deaf blind gamers, I nearly said dead blind, oh dear.  Maybe an 
option to output to a brailed display could be their somewhere.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, February 19, 2011 8:04 AM
Subject: [Audyssey] Creating Adventure Games



Hi everyone,

For quite a while I have been thinking of trying my hand at some
simple text adventure games and maybe eventually work my way up to
some sort of game like Nethack, Ancient Domains of Mystery, or maybe
even as complex as Entombed. As most of you know i use Linux most of
the time, and the majority of accessible games are text adventures. So
this would be a logical place to start since such games are relatively
inexpensive and easy to make, and usually are cross-platform too. Of
course, there is various text adventure systems like Inform, Adrift,
Tads, etc but I've been thinking of writing them in a traditional
programming language like C, Java, or Python. Anyway,before I even
think of the technical details there are some things about the user
interface I'd like to get your input on.

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. 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?

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?

Finally, we get down to the technical details. As I said I am well
aware of Inform and Adrift, but in many ways those text adventure
systems are not quite as flexable enough for what I want to do. If I
wanted to create a multilevel dungeon like Entombed they would fall
short pretty fast. That leaves me with the option of using a language
like C/C++ or something else. At the moment I'm thinking of C/C++
because if written correctly the games should be fairly easy to
recompile for other platforms and devices. While Java and Python have
their advantages too if I wanted to port these games to cell phones,
note takers, it wouldn't necessarily be as easy to do. However, the
advantage of Python or Java would be I could hit the big three
platforms Windows, Mac, or Linux with one easy swoop without having to
recompile anything. Any thoughts?

Cheers!

---
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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Charles Rivard

Makes sense, but, aw nuts.  There goes one of my ideas.  (grin)

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, February 18, 2011 5:32 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi,

Well, since I am not planning on using any platform specific API for
handling keyboards I probably won't have access to the arrow keys,
page up/down, home and end keys, etc because those require specific
scan codes. If I want to get access to those keys I'd have to use SDL,
DirectInput, or some other high-level input API which really isn't
necessary for this kind of game. The easiest and most cross-platform
way of doing this is simply to map the letters a through z, numbers 0
through 9, tab key, enter key, spacebar, etc using the ascii standard.
This should pretty much work on everything since keyboards almost
always return an ascii code for standard letters, numbers, and other
common keys.
What I have in mind though will probably work just as well. If you
wanted to take something you would press t. Then, you would be
prompted to select something.

What would you like to take?

Ax (a)
Sword (s)
Torch (t)

If you press the s key you will pick up the sword. Then once you have
it you might press x followed by the s key to examine it.

You are holding a beautiful Elvin made broadsword. As you hold it the
sword begins to glow with an unatural silver light. As you examine the
hilt you discover a bright blue glowing gemstone. When you turn it
over you see the words "Dragon Doom" etched in gold lettering. You
suddenly realise this must be the legendary magical sword carried by
the Elvin warrior, Arwin, over a thousand years ago.
Enter command:

This is, in my personal opinion, easier than typing "take sword" and
then typing "examine sword." Plus it lists exactly what is in your
inventory and you can select something with a single command instead
of a string of text.

Cheers!

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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread shaun everiss
well if you had menus you should have them numbered like in old dos 
programs like arena.
or fdisk thats how some of the old stuff was done if you wanted to be 
authentic.

At 12:32 p.m. 19/02/2011, you wrote:

Hi,

Well, since I am not planning on using any platform specific API for
handling keyboards I probably won't have access to the arrow keys,
page up/down, home and end keys, etc because those require specific
scan codes. If I want to get access to those keys I'd have to use SDL,
DirectInput, or some other high-level input API which really isn't
necessary for this kind of game. The easiest and most cross-platform
way of doing this is simply to map the letters a through z, numbers 0
through 9, tab key, enter key, spacebar, etc using the ascii standard.
 This should pretty much work on everything since keyboards almost
always return an ascii code for standard letters, numbers, and other
common keys.
What I have in mind though will probably work just as well. If you
wanted to take something you would press t. Then, you would be
prompted to select something.

What would you like to take?

Ax (a)
Sword (s)
Torch (t)

If you press the s key you will pick up the sword. Then once you have
it you might press x followed by the s key to examine it.

You are holding a beautiful Elvin made broadsword. As you hold it the
sword begins to glow with an unatural silver light. As you examine the
hilt you discover a bright blue glowing gemstone. When you turn it
over you see the words "Dragon Doom" etched in gold lettering. You
suddenly realise this must be the legendary magical sword carried by
the Elvin warrior, Arwin, over a thousand years ago.
Enter command:

This is, in my personal opinion, easier than typing "take sword" and
then typing "examine sword." Plus it lists exactly what is in your
inventory and you can select something with a single command instead
of a string of text.

Cheers!

---
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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread shaun everiss

well if you had free sounds they wouldn't need to be anything flash.
Generic sfx if at all.
They wouldn't need to be much.
At 11:30 a.m. 19/02/2011, you wrote:

Hi Lori,

It is certainly possible. Of course I wouldn't spend a lot of money on
sounds and music like I would on a production like MOTA because these
are suppose to be free casual games. However, to get back to the
point, yeah, they could have some sounds/music.

All I'd have to do is use a cross-platform library like FMOD, load
some back ground ambience, footstep sounds, weapons, etc and you kind
of get a modern text adventure game.  However, we will see.I don't
really know what I'll be using to make these games yet.

Cheers!




On 2/18/11, Lori Duncan  wrote:
> Hi tom would these have sounds?  Great idea I really like it.

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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Thomas Ward
Hi,

Well, since I am not planning on using any platform specific API for
handling keyboards I probably won't have access to the arrow keys,
page up/down, home and end keys, etc because those require specific
scan codes. If I want to get access to those keys I'd have to use SDL,
DirectInput, or some other high-level input API which really isn't
necessary for this kind of game. The easiest and most cross-platform
way of doing this is simply to map the letters a through z, numbers 0
through 9, tab key, enter key, spacebar, etc using the ascii standard.
 This should pretty much work on everything since keyboards almost
always return an ascii code for standard letters, numbers, and other
common keys.
What I have in mind though will probably work just as well. If you
wanted to take something you would press t. Then, you would be
prompted to select something.

What would you like to take?

Ax (a)
Sword (s)
Torch (t)

If you press the s key you will pick up the sword. Then once you have
it you might press x followed by the s key to examine it.

You are holding a beautiful Elvin made broadsword. As you hold it the
sword begins to glow with an unatural silver light. As you examine the
hilt you discover a bright blue glowing gemstone. When you turn it
over you see the words "Dragon Doom" etched in gold lettering. You
suddenly realise this must be the legendary magical sword carried by
the Elvin warrior, Arwin, over a thousand years ago.
Enter command:

This is, in my personal opinion, easier than typing "take sword" and
then typing "examine sword." Plus it lists exactly what is in your
inventory and you can select something with a single command instead
of a string of text.

Cheers!

---
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Milos Przic

  Hi tom,
  As for the idea it is very good. In my opinion, the input should be 
exactly the way you described. So, g for grab or t for take, and a menu with 
the available items. Then, output should be red by the screen reader, and if 
possible, the ability to navigate through the output text with the cursor 
keys and reading commands. As someone whos native language is not English, I 
would prefer this because sometimes I find a new word and want to spell it 
to look it up in a dictionary, or if, for example, an interesting creature 
appears that is known from the farytails I should have the word spelled for 
me to look in up in an encyclopedia or a similar resource of information.

  Happy programming, and best regards!
 Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, February 18, 2011 10:04 PM
Subject: [Audyssey] Creating Adventure Games



Hi everyone,

For quite a while I have been thinking of trying my hand at some
simple text adventure games and maybe eventually work my way up to
some sort of game like Nethack, Ancient Domains of Mystery, or maybe
even as complex as Entombed. As most of you know i use Linux most of
the time, and the majority of accessible games are text adventures. So
this would be a logical place to start since such games are relatively
inexpensive and easy to make, and usually are cross-platform too. Of
course, there is various text adventure systems like Inform, Adrift,
Tads, etc but I've been thinking of writing them in a traditional
programming language like C, Java, or Python. Anyway,before I even
think of the technical details there are some things about the user
interface I'd like to get your input on.

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. 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?

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?

Finally, we get down to the technical details. As I said I am well
aware of Inform and Adrift, but in many ways those text adventure
systems are not quite as flexable enough for what I want to do. If I
wanted to create a multilevel dungeon like Entombed they would fall
short pretty fast. That leaves me with the option of using a language
like C/C++ or something else. At the moment I'm thinking of C/C++
because if written correctly the games should be fairly easy to
recompile for other platforms and devices. While Java and Python have
their advantages too if I wanted to port these games to cell phones,
note takers, it wouldn't necessarily be as easy to do. However, the
advantage of Python or Java would be I could hit the big three
platforms Windows, Mac, or Linux with one easy swoop without having to
recompile anything. Any thoughts?

Cheers!

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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Thomas Ward
Hi Lori,

It is certainly possible. Of course I wouldn't spend a lot of money on
sounds and music like I would on a production like MOTA because these
are suppose to be free casual games. However, to get back to the
point, yeah, they could have some sounds/music.

All I'd have to do is use a cross-platform library like FMOD, load
some back ground ambience, footstep sounds, weapons, etc and you kind
of get a modern text adventure game.  However, we will see.I don't
really know what I'll be using to make these games yet.

Cheers!




On 2/18/11, Lori Duncan  wrote:
> Hi tom would these have sounds?  Great idea I really like it.

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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Lori Duncan

Hi tom would these have sounds?  Great idea I really like it.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, February 18, 2011 9:04 PM
Subject: [Audyssey] Creating Adventure Games



Hi everyone,

For quite a while I have been thinking of trying my hand at some
simple text adventure games and maybe eventually work my way up to
some sort of game like Nethack, Ancient Domains of Mystery, or maybe
even as complex as Entombed. As most of you know i use Linux most of
the time, and the majority of accessible games are text adventures. So
this would be a logical place to start since such games are relatively
inexpensive and easy to make, and usually are cross-platform too. Of
course, there is various text adventure systems like Inform, Adrift,
Tads, etc but I've been thinking of writing them in a traditional
programming language like C, Java, or Python. Anyway,before I even
think of the technical details there are some things about the user
interface I'd like to get your input on.

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. 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?

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?

Finally, we get down to the technical details. As I said I am well
aware of Inform and Adrift, but in many ways those text adventure
systems are not quite as flexable enough for what I want to do. If I
wanted to create a multilevel dungeon like Entombed they would fall
short pretty fast. That leaves me with the option of using a language
like C/C++ or something else. At the moment I'm thinking of C/C++
because if written correctly the games should be fairly easy to
recompile for other platforms and devices. While Java and Python have
their advantages too if I wanted to port these games to cell phones,
note takers, it wouldn't necessarily be as easy to do. However, the
advantage of Python or Java would be I could hit the big three
platforms Windows, Mac, or Linux with one easy swoop without having to
recompile anything. Any thoughts?

Cheers!

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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Mich
Hi Tom. My thoughts are as follows. 1 I like the idea of hitting g to say 
grab sword or any other items in a room. 2 I like the idea about hitting n 
for north e for east etc. that reminded me of playing eamin on the old apple 
2 e pc when I was young since I think that is the way it was dun. and 3 I 
like the idea of having a sappy voice in stead of jaws. the way I see it is 
that I have to use jaws for everything elts on a daily basis I really don't 
like the thought of hearing it droan on wile playing a game to lol. finely 
as for the languwige I am not a programmer but I think that using c plus 
would be good. well these are my thoughts. from Mich 



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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Casey Mathews
I really like the single letter navigation/items idea. I also like the 
ability to either pick a screen reader to provide the output, or the 
Sapi/dispatcher for the output. I also think that availability of a game 
on a cell phone, specifically the iPhone would be very cool!


 On 2/18/2011 4:04 PM, Thomas Ward wrote:

Hi everyone,

For quite a while I have been thinking of trying my hand at some
simple text adventure games and maybe eventually work my way up to
some sort of game like Nethack, Ancient Domains of Mystery, or maybe
even as complex as Entombed. As most of you know i use Linux most of
the time, and the majority of accessible games are text adventures. So
this would be a logical place to start since such games are relatively
inexpensive and easy to make, and usually are cross-platform too. Of
course, there is various text adventure systems like Inform, Adrift,
Tads, etc but I've been thinking of writing them in a traditional
programming language like C, Java, or Python. Anyway,before I even
think of the technical details there are some things about the user
interface I'd like to get your input on.

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. 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?

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?

Finally, we get down to the technical details. As I said I am well
aware of Inform and Adrift, but in many ways those text adventure
systems are not quite as flexable enough for what I want to do. If I
wanted to create a multilevel dungeon like Entombed they would fall
short pretty fast. That leaves me with the option of using a language
like C/C++ or something else. At the moment I'm thinking of C/C++
because if written correctly the games should be fairly easy to
recompile for other platforms and devices. While Java and Python have
their advantages too if I wanted to port these games to cell phones,
note takers, it wouldn't necessarily be as easy to do. However, the
advantage of Python or Java would be I could hit the big three
platforms Windows, Mac, or Linux with one easy swoop without having to
recompile anything. Any thoughts?

Cheers!

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--


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www.webfriendlyhelp.com


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[Audyssey] Creating Adventure Games

2011-02-18 Thread Thomas Ward
Hi everyone,

For quite a while I have been thinking of trying my hand at some
simple text adventure games and maybe eventually work my way up to
some sort of game like Nethack, Ancient Domains of Mystery, or maybe
even as complex as Entombed. As most of you know i use Linux most of
the time, and the majority of accessible games are text adventures. So
this would be a logical place to start since such games are relatively
inexpensive and easy to make, and usually are cross-platform too. Of
course, there is various text adventure systems like Inform, Adrift,
Tads, etc but I've been thinking of writing them in a traditional
programming language like C, Java, or Python. Anyway,before I even
think of the technical details there are some things about the user
interface I'd like to get your input on.

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. 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?

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?

Finally, we get down to the technical details. As I said I am well
aware of Inform and Adrift, but in many ways those text adventure
systems are not quite as flexable enough for what I want to do. If I
wanted to create a multilevel dungeon like Entombed they would fall
short pretty fast. That leaves me with the option of using a language
like C/C++ or something else. At the moment I'm thinking of C/C++
because if written correctly the games should be fairly easy to
recompile for other platforms and devices. While Java and Python have
their advantages too if I wanted to port these games to cell phones,
note takers, it wouldn't necessarily be as easy to do. However, the
advantage of Python or Java would be I could hit the big three
platforms Windows, Mac, or Linux with one easy swoop without having to
recompile anything. Any thoughts?

Cheers!

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