Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-19 Thread Jacob Kruger
That's why I use edSharp - it will make the screen reader just say something 
like level 1, level 2, etc., and only if you do the tab key press yourself, or 
if indentation level of code being reviewed changes, etc.

Stay well

Stay well

- Original Message ---

Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!
   From: Thomas Ward 
   Date: Thu, 18 Aug 2011 21:38:24 -0400
 To: Gamers Discussion list 

>Hi Dark,
>
>Python is Python regardless if it is embedded in a program as a
>scriptable module or you write the next version of Shades of Doom. The
>language and sintax carry over from program to program although the
>classes and ffunctions available might be different. However, the same
>basic rules apply.
>
>However, as I said Python is not too bad. You can usually enabled tab
>indentation in a screen reader like NVDA or Window-Eyes and it will
>tell you if a line is indented one, two, or three tabs. I never use a
>braille display any more myself except when its late at night and I
>want to review something in piece and quiet. The only advantage with a
>braille display is you can feel the indention rather than hearing the
>screen reader blab every tab position at the beginning of every line.
>I will say that gets to be a bit annoying. Especially, if I have a
>really nested statement, and NVDA does something like tab, tab, tab,
>tab for several tabs when I'd rather it just say x number of tabs and
>be done with it. However, it can be done easy enough.
>
>Cheers!
>
>On 8/18/11, dark  wrote:
>> Well hal will let you know the number of tabs before a line and possibly
>> more if I muck about with the detection settings (it's not a feature I use
>> much).
>>
>> The problem with relying upon a braille display is only some people have
>> them because they're prohibitively expensive.
>>
>> i looked at getting one at one stage, but couldn't afford the price tag
>> annoyingly, and anyway now that synth voices are good enough to listen to it
>> makes the idea of a braille display less necessary for most things.
>>
>> i think Jason's idea is to have scripts based upon Python people can modify,
>> rather than python itself, so as to keep things easier for the end user, so
>> how complex the indentation will get I'm not sure.
>>
>> Beware the grue!
>>
>> Dark.
>
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-19 Thread Jacob Kruger
Honestly, I also manually handle my own indenting, but it is sometimes nice 
that it notifies me of indentation changes, etc., but, no, I don't use it's 
formatting replacement functionality as such...

Stay well

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


- Original Message -------

Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!
   From: Thomas Ward 
   Date: Thu, 18 Aug 2011 21:25:22 -0400
 To: Gamers Discussion list 

>Hi,
>
>Yes, that works as well. Although, just my two cents, I think it is
>better to manually indent/format your code rather than depend on a
>third-party program for automatic indention. Far too many developers
>today seem to gravitate towards IDES that automatically indent code,
>have custom wizards to create entire blocks of code, etc and while it
>speeds up the process it also lacks a certain amount of uniqueness and
>style. Plus a manual coder such as myself can take any off the shelf
>text editor Notepad, Gedit, Nano, Emacs, whatever and roll up my
>sleaves and start programming without having x number of extra
>specialized tools for programming. All you need is one good text
>editor to do programming. I look at it as the "all for one one for all
>principle" but like I said that's just my opinion.
>
>Cheers!
>
>On 8/18/11, Jacob Kruger  wrote:
>> Also, Jamal Masry's text/programming editor, edSharp has specific support
>> for blind python programmers:
>> http://www.empowermentzone.com/edsetup.exe
>>
>> Only for windows though, AFAIK anyway.
>>
>> Stay well
>>
>> Jacob Kruger
>> Blind Biker
>> Skype: BlindZA
>> '...fate had broken his body, but not his spirit...'
>
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>If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-18 Thread Thomas Ward
Hi Dark,

Python is Python regardless if it is embedded in a program as a
scriptable module or you write the next version of Shades of Doom. The
language and sintax carry over from program to program although the
classes and ffunctions available might be different. However, the same
basic rules apply.

However, as I said Python is not too bad. You can usually enabled tab
indentation in a screen reader like NVDA or Window-Eyes and it will
tell you if a line is indented one, two, or three tabs. I never use a
braille display any more myself except when its late at night and I
want to review something in piece and quiet. The only advantage with a
braille display is you can feel the indention rather than hearing the
screen reader blab every tab position at the beginning of every line.
I will say that gets to be a bit annoying. Especially, if I have a
really nested statement, and NVDA does something like tab, tab, tab,
tab for several tabs when I'd rather it just say x number of tabs and
be done with it. However, it can be done easy enough.

Cheers!

On 8/18/11, dark  wrote:
> Well hal will let you know the number of tabs before a line and possibly
> more if I muck about with the detection settings (it's not a feature I use
> much).
>
> The problem with relying upon a braille display is only some people have
> them because they're prohibitively expensive.
>
> i looked at getting one at one stage, but couldn't afford the price tag
> annoyingly, and anyway now that synth voices are good enough to listen to it
> makes the idea of a braille display less necessary for most things.
>
> i think Jason's idea is to have scripts based upon Python people can modify,
> rather than python itself, so as to keep things easier for the end user, so
> how complex the indentation will get I'm not sure.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-18 Thread Thomas Ward
Hi,

Yes, that works as well. Although, just my two cents, I think it is
better to manually indent/format your code rather than depend on a
third-party program for automatic indention. Far too many developers
today seem to gravitate towards IDES that automatically indent code,
have custom wizards to create entire blocks of code, etc and while it
speeds up the process it also lacks a certain amount of uniqueness and
style. Plus a manual coder such as myself can take any off the shelf
text editor Notepad, Gedit, Nano, Emacs, whatever and roll up my
sleaves and start programming without having x number of extra
specialized tools for programming. All you need is one good text
editor to do programming. I look at it as the "all for one one for all
principle" but like I said that's just my opinion.

Cheers!

On 8/18/11, Jacob Kruger  wrote:
> Also, Jamal Masry's text/programming editor, edSharp has specific support
> for blind python programmers:
> http://www.empowermentzone.com/edsetup.exe
>
> Only for windows though, AFAIK anyway.
>
> Stay well
>
> Jacob Kruger
> Blind Biker
> Skype: BlindZA
> '...fate had broken his body, but not his spirit...'

---
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-18 Thread Hayden Presley
Hi,
I think some of my favorites were the above-mentioned fire exit, the
so-called goblin folksong, and the lord of the rings featuring the "wise
Lord Sauron". Let's not forget the boxing ring.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, August 16, 2011 8:48 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
doom!

Hi,

Yeah, I know the feeling. There were a number of times I was aware of
something bad would happen, but I chose that option anyway just to see
what would happen for kicks.

For instance, the fire exit. I figured given Dark's quarky sense of
humor that instead of being an exit from the dungeon a "fire exit"
meant you'd die in some horable way. All the same I had to open the
door just once to see what would happen, and sure enough I got roasted
alive. Lol!

Thing is the gamebook is such a crazy and silly game you just have to
open all the doors, look in every room, and try every option just for
laughs if for no other reason. I completed the game, but got lots of
laughs out of it along the way.

cheers!


On 8/15/11, Jacob Kruger  wrote:
> yup, but will also be honest, and say that a few times, although you're
> pretty sure it's not the best idea, you still want to know what's going to
> happen when you try something, or go somewhere...the wonders of being in a
> virtual world, instead of the 'real' one...
>
> Stay well
>
> Jacob Kruger
> Blind Biker
> Skype: BlindZA
> '...fate had broken his body, but not his spirit...'
>

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-17 Thread dark
Well hal will let you know the number of tabs before a line and possibly 
more if I muck about with the detection settings (it's not a feature I use 
much).


The problem with relying upon a braille display is only some people have 
them because they're prohibitively expensive.


i looked at getting one at one stage, but couldn't afford the price tag 
annoyingly, and anyway now that synth voices are good enough to listen to it 
makes the idea of a braille display less necessary for most things.


i think Jason's idea is to have scripts based upon Python people can modify, 
rather than python itself, so as to keep things easier for the end user, so 
how complex the indentation will get I'm not sure.


Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Thursday, August 18, 2011 5:20 AM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




Hi Dark,

Yes, Python is accessible although slightly more difficult for a blind
person to use. Unlike other programming languages Python requires
formatting and indention instead of braces, brackets, and alike to
seperate sections of code. If a blind user is unaware of how to
properly format the code or can't see to line things up properly that
can cause some nasty problems for the developer. There are however
work arounds for the problem.

The solution I use is NVDA. The programmer who wrote NVDA wrote it in
Python, and writes all of his apps in Python. Naturally, since he
himself is a Python programmer NVDA has the ability to sspeak
tabs/line indentions which makes lining up blocks of Python code a
breeze. I suppose other screen readers can do this too, but NVDA just
happens to be the tool I use for the job.

The other solution is to use a braille display. Braille displays have
long been the programmers primary tool for coding because you can
actually feel the line indentions, etc and determine if things are
aligned properly.

So, yeah, Python is accessible. It does help though if the screen
reader will speak line indentions or number of tabs etc. You can tell
just by looking at the formatting if this is an inner or outer block
of code. Quite helpful with working with if-else conditional
statements, loops, etc which may have several inner blocks and
statements nested inside each other.

Cheers!


On 8/17/11, dark  wrote:

Hi Tom.

By shear coincidence this actually ties in to a recent discussion on the
entombbed list.

Jason is speculating (ie, no official announcement yet so people don't 
start

getting over excited), about creating another entombed game but with more
stable code and some of the elements we've wanted in the previous game.

One of his thoughts, is actually creating a scripting engine to handle
player based contributions such as extra monsters, abilities, character
classes etc.

he was asking whether python was an accessible programming language for
visually impared people to use and whether it would be the good basis of
such scripting.

obviously from your example, the answer is a distinct yes.

Beware the grue!

Dark.


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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-17 Thread Jacob Kruger
Also, Jamal Masry's text/programming editor, edSharp has specific support 
for blind python programmers:

http://www.empowermentzone.com/edsetup.exe

Only for windows though, AFAIK anyway.

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: Thursday, August 18, 2011 6:20 AM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




Hi Dark,

Yes, Python is accessible although slightly more difficult for a blind
person to use. Unlike other programming languages Python requires
formatting and indention instead of braces, brackets, and alike to
seperate sections of code. If a blind user is unaware of how to
properly format the code or can't see to line things up properly that
can cause some nasty problems for the developer. There are however
work arounds for the problem.

The solution I use is NVDA. The programmer who wrote NVDA wrote it in
Python, and writes all of his apps in Python. Naturally, since he
himself is a Python programmer NVDA has the ability to sspeak
tabs/line indentions which makes lining up blocks of Python code a
breeze. I suppose other screen readers can do this too, but NVDA just
happens to be the tool I use for the job.

The other solution is to use a braille display. Braille displays have
long been the programmers primary tool for coding because you can
actually feel the line indentions, etc and determine if things are
aligned properly.

So, yeah, Python is accessible. It does help though if the screen
reader will speak line indentions or number of tabs etc. You can tell
just by looking at the formatting if this is an inner or outer block
of code. Quite helpful with working with if-else conditional
statements, loops, etc which may have several inner blocks and
statements nested inside each other.

Cheers!


On 8/17/11, dark  wrote:

Hi Tom.

By shear coincidence this actually ties in to a recent discussion on the
entombbed list.

Jason is speculating (ie, no official announcement yet so people don't 
start

getting over excited), about creating another entombed game but with more
stable code and some of the elements we've wanted in the previous game.

One of his thoughts, is actually creating a scripting engine to handle
player based contributions such as extra monsters, abilities, character
classes etc.

he was asking whether python was an accessible programming language for
visually impared people to use and whether it would be the good basis of
such scripting.

obviously from your example, the answer is a distinct yes.

Beware the grue!

Dark.


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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-17 Thread Thomas Ward
Hi Dark,

Yes, Python is accessible although slightly more difficult for a blind
person to use. Unlike other programming languages Python requires
formatting and indention instead of braces, brackets, and alike to
seperate sections of code. If a blind user is unaware of how to
properly format the code or can't see to line things up properly that
can cause some nasty problems for the developer. There are however
work arounds for the problem.

The solution I use is NVDA. The programmer who wrote NVDA wrote it in
Python, and writes all of his apps in Python. Naturally, since he
himself is a Python programmer NVDA has the ability to sspeak
tabs/line indentions which makes lining up blocks of Python code a
breeze. I suppose other screen readers can do this too, but NVDA just
happens to be the tool I use for the job.

The other solution is to use a braille display. Braille displays have
long been the programmers primary tool for coding because you can
actually feel the line indentions, etc and determine if things are
aligned properly.

So, yeah, Python is accessible. It does help though if the screen
reader will speak line indentions or number of tabs etc. You can tell
just by looking at the formatting if this is an inner or outer block
of code. Quite helpful with working with if-else conditional
statements, loops, etc which may have several inner blocks and
statements nested inside each other.

Cheers!


On 8/17/11, dark  wrote:
> Hi Tom.
>
> By shear coincidence this actually ties in to a recent discussion on the
> entombbed list.
>
> Jason is speculating (ie, no official announcement yet so people don't start
> getting over excited), about creating another entombed game but with more
> stable code and some of the elements we've wanted in the previous game.
>
> One of his thoughts, is actually creating a scripting engine to handle
> player based contributions such as extra monsters, abilities, character
> classes etc.
>
> he was asking whether python was an accessible programming language for
> visually impared people to use and whether it would be the good basis of
> such scripting.
>
> obviously from your example, the answer is a distinct yes.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-17 Thread dark

Hi Tom.

By shear coincidence this actually ties in to a recent discussion on the 
entombbed list.


Jason is speculating (ie, no official announcement yet so people don't start 
getting over excited), about creating another entombed game but with more 
stable code and some of the elements we've wanted in the previous game.


One of his thoughts, is actually creating a scripting engine to handle 
player based contributions such as extra monsters, abilities, character 
classes etc.


he was asking whether python was an accessible programming language for 
visually impared people to use and whether it would be the good basis of 
such scripting.


obviously from your example, the answer is a distinct yes.

Beware the grue!

Dark. 



---
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-17 Thread Thomas Ward
Hi Dark,

True enough. Obviously your Mutants and Masterminds game is a more
complex game where there are lots of different stats to keep track of
and much harder to put into a gamebook in a satisfactory way as you
pointed out. However, the point still stands that generic stats don't
necessarily apply to each and every game out there so its up to a
creator to come up with rules, skills, and stats on a per game basis I
think.

Lastly on the scripting angle right now I'm looking at Python as my
generic gamebook/text adventure language at the moment. Even for
something like writing your typical Infocom type adventure I have
found Python well suited to the task. Oh, I've tried Adrift, Inform,
Tads, etc but Python struck me as the happy balance between the power
of a fully functional programming language and ease of use. Python is
light on sintax so its easy to pick up and learn. Its cross-platform,
and all the documentation is free. Programming doesn't get much better
than that.

For example, lets assume I want to print a intro to my new altra cool
text adventure there really isn't much to it in Python. Its so simple
that it is not much more difficult than writing the text up in html.

def GameIntro():

#Write intro message to the screen
 print "Long long ago\n"
 print "in a galaxy far far away\n"
 print "the heroic Rebel Alliance continues their\n"
 print "struggle against the Galactic Empire.\n"
 print "Meanwhile the rebel leader, Princess Leia, hurries home\n"
 print "with the secret plans of a new Imperial super weapon\n"
 print "known as the Death Star.\n"
 print "It is feared that this new super weapon\n"
 print "may bring an end to the Rebbel Alliance and all they stand for.\n"

#Prompt the player to press return
raw_input("Press return to continue:\n")
#End function

As you can see Python is well suited to quick and easy programming on
the fly. Unlike say C or C++ there is a minimal amount of extraneous
syntax like braces, brackets, semi-colons, and what not which makes
Python suited for exactly this kind of game. Oh, I still love my C and
C++, but why do that when Python can do the same thing with half the
effort required?

Basically, my point is when or if you ever choose to start programming
Python might be a place for you to start if you are thinking of
programming text adventures, gamebooks, or an all out RPG without too
much coding involved.

Cheers!

On 8/16/11, dark  wrote:
> Hi Tom.
>
> what you say about programming makes sense, and that might actually be
> something I'd look into when my phd is finished, sinse creating an rpg has
> always been a desire of mine.
>
> for superhero powers though, I'm afraid mutants is precisely the sort of rp
> system that can! handle just about any power from super strength, to magic,
> to super science.
>
> it has rules for creating a generic close or ranged, attack and fitting it
> with an element or an effect if needed.
>
> For instance, my characters' powered armour has lasers which are simply a
> standard ranged attacked at one targit that do the full degree of my
> characters' damage.
>
> Another character in our party is the reincarnation of a god of sunlight.
> She has a blast of light attack. This is not as damaging as my lasers, but
> has a dazle effect, and also sinse it's a blast of light can affect shadow
> based creatures.
>
> another of our party is a half fae, and she has a bow which she uses to fire
> arrows.
>
> all of us derive our powers from different sources, but mechanically, all of
> the attacks can be classified as ranged attacks against a single targit
> doing different sorts of damage and different sorts of effects,  heck my
> armour also has several ranged attacks itself, going from a dimentional
> cannon that can affect insubstantial creatures, to a scope which does less
> damage but has a greater chance of hitting, - then I have enhanced
> strenght and can always punch or grapple people too!
>
> As you might guess, i'm prety much the group's main fighter, though other
> people have skilsl like healing, magic rituals, mental manipulation and
> such.
>
> My point however is that actually a full system could be created that could
> handle spells, super powers or whatever, but it would be a hugely complex
> thing to do,  mutants afterall is a pretty complex rp game and you
> probably couldn't put the mechanics into a gamebook in a satisfactory way.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-17 Thread dark

yep, i got to the same point.

I believe there is a way around it but I'm not sure what it is maybe asking 
on the guestbook over at the ff project site will help.


Beware the grue!

Dark.
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Tuesday, August 16, 2011 11:25 PM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




yeah I really hate house of horror.
I manage to role the skills I need, I have luck on my side I am strong.
I have past all the traps and got the super weapons.
Now I kill the boss and die.
I guess I have to kill his weaker guy first but its tricky.
Worse still even if I do succeed I get killed by the rest of the gang and 
there is no other exit bar continuation or death.

At 02:58 a.m. 17/08/2011, you wrote:
Well actually the fire exit is probably the only place in the book where 
one random choice can kill you.
I really dislike gamebooks where it's a case of "right or left door, right 
your dead!" and there's no clue involved, you just die, house of horror on 
the fighting fantasy project site, and the novel it was based on house of 
hell are very bad for that.


The fire exit though I thought was a bit of a no brainer, and just stuck 
it in for kicks, sinse I also tried to always make deaths as amusing as 
possible.


Beware the grue!

Dark.

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-17 Thread dark

Hi Tom.

what you say about programming makes sense, and that might actually be 
something I'd look into when my phd is finished, sinse creating an rpg has 
always been a desire of mine.


for superhero powers though, I'm afraid mutants is precisely the sort of rp 
system that can! handle just about any power from super strength, to magic, 
to super science.


it has rules for creating a generic close or ranged, attack and fitting it 
with an element or an effect if needed.


For instance, my characters' powered armour has lasers which are simply a 
standard ranged attacked at one targit that do the full degree of my 
characters' damage.


Another character in our party is the reincarnation of a god of sunlight. 
She has a blast of light attack. This is not as damaging as my lasers, but 
has a dazle effect, and also sinse it's a blast of light can affect shadow 
based creatures.


another of our party is a half fae, and she has a bow which she uses to fire 
arrows.


all of us derive our powers from different sources, but mechanically, all of 
the attacks can be classified as ranged attacks against a single targit 
doing different sorts of damage and different sorts of effects,  heck my 
armour also has several ranged attacks itself, going from a dimentional 
cannon that can affect insubstantial creatures, to a scope which does less 
damage but has a greater chance of hitting, - then I have enhanced 
strenght and can always punch or grapple people too!


As you might guess, i'm prety much the group's main fighter, though other 
people have skilsl like healing, magic rituals, mental manipulation and 
such.


My point however is that actually a full system could be created that could 
handle spells, super powers or whatever, but it would be a hugely complex 
thing to do,  mutants afterall is a pretty complex rp game and you 
probably couldn't put the mechanics into a gamebook in a satisfactory way.


Beware the grue!

Dark. 



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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread shaun everiss

yeah I really hate house of horror.
I manage to role the skills I need, I have luck on my side I am strong.
I have past all the traps and got the super weapons.
Now I kill the boss and die.
I guess I have to kill his weaker guy first but its tricky.
Worse still even if I do succeed I get killed by the rest of the gang 
and there is no other exit bar continuation or death.

At 02:58 a.m. 17/08/2011, you wrote:
Well actually the fire exit is probably the only place in the book 
where one random choice can kill you.
I really dislike gamebooks where it's a case of "right or left door, 
right your dead!" and there's no clue involved, you just die, house 
of horror on the fighting fantasy project site, and the novel it was 
based on house of hell are very bad for that.


The fire exit though I thought was a bit of a no brainer, and just 
stuck it in for kicks, sinse I also tried to always make deaths as 
amusing as possible.


Beware the grue!

Dark.

---
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread Thomas Ward
Hi Dark,

That pretty much goes without saying. Yeah, I wouldn't want to be
stuck with a generic set of stats or rules either. I've played enough
RPG games and gamebooks to know that stats can be very different based
on story and plot.

For example, I would not expect a game like Sryth to have stats for
x-ray vision, freeze breath, and super human strength because it isn't
apart of that fantasy game world. However, if I were playing a
gamebook based on the DC Comic heroes and villains I'd expect Superman
to have those very stats as part of his character bio. So generic
stats clearly wouldn't do between those two genres. So, yeah, I agree
that that would largely harm a gamebook creators creativity by having
to stick to some generic stats that may or may not apply.

As for handling unusual situations in a scripting language a developer
would use a compound if statement to handle all of the possibilities
he/she can think of. Its certainly a lot more work than just giving
the person the rules and letting them figure it out on their own, but
its not that difficult to cover a wide range of possibilities if you
are use to nested conditional statements. Here is an example in C++.

if (disguise == ROBE &&
reputation >= 5 &&
reputation < 8)
{
// Do something
}
if (disguise == ROBE &&
reputation >= 8)
{
// Do something
}
else
{
// Do something else
}

As you can se that should or would cover most situations with the
robe. If you had another disguise I would create an identical set of
if statements to handle that article of clothing.  Its no biggy.
Programming alot of the time is very straight forward and logical. It
uses the same kind of thought process you would use playing that game
with paper and pen only you are writing out the ssteps or the
instructions for the computer to do it automatically for you every
time those conditions are encountered.

Cheers!

On 8/16/11, dark  wrote:
> Hi Tom.
>
> well if you can script things, doing it does make sense provided it doesn't
> create too much extra work.
>
> Interestingly enough, this question came up in connection with darkgrue, as
> someone people wanted Aprone to add some sort of generic stats system the
> way the ff project books use the fighting fantasy one.
>
> However my probleem with that is it takes away from authors creativity.
>
> for instance, in the book i'm planning, you have two stats called social and
> reputation. Your reputation goes up when you do something people aprove of.
>
> social is used like combat rolls when trying to persuade people, ask leading
> questions, or fool people with a disguise, and can therefore change radicaly
> according to what your wearing, if you have a visible weapon about your
> person etc. furthermore, sometimes your reputation will help you by adding
> to your social stat, but sometimes it will be harmful and make social rolls
> more difficult, sinse obviously trying to disguise yourself is more
> difficult when you are well known.
>
> All this is pretty easy in a standard html gamebook sinse I can just give
> the correct instructions for each situation, eg when trying to disguise
> yourself "if your reputation is five or greater take 2 from the roll, if
> more than 8 take three" but obviously I I had to work within a specifically
> created rules set it would be more difficult to do this, or possibly
> impossible.
>
> Obviuusly though if your scripting this doesn't apply, sinse your in charge
> of the coding and not being forced to obey someone else's rules, though i do
> stil wonder how easy handling unusual situations like this is.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread Thomas Ward
HI Darren,

If you downloaded the right thing you should get a file called
Dungeon.zip. If you unzip that to a place on your hard drive you
should get several html files and a readme file. To start the game
just click on index.html.

HTH


On 8/16/11, Darren Duff  wrote:
> Maybe I have downloaded the wrong thing... I think what I have is just the
> game book maker

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread Darren Duff
I have indeed done so, and beaten it. Very well done I might add. You have a
knack for being funny. Lol! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Tuesday, August 16, 2011 2:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
doom!

Hi Darren.

Well you can download the dungeons book from
http://www.sendspace.com/file/8vq939


As i said to start, just open the inex.html file.

Beware the grue!

Dark.
- Original Message - 
From: "Darren Duff" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, August 16, 2011 6:59 PM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!


> Maybe I have downloaded the wrong thing... I think what I have is just the
> game book maker
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of dark
> Sent: Tuesday, August 16, 2011 1:18 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
> doom!
>
> Hi Dareen.
>
> Unzip the file, and then just open the index.html file in whatever brouser
> and go on from there.
>
> I thought I wrote as much in the readme actually.
>
> Beware the grue!
>
> Dark.
> - Original Message -
> From: "Darren Duff" 
> To: "'Gamers Discussion list'" 
> Sent: Tuesday, August 16, 2011 6:14 PM
> Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
> doom!
>
>
>> Hey. I downloaded the zip file but where's the game book?
>>
>> -Original Message-
>> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
>> On Behalf Of dark
>> Sent: Tuesday, August 16, 2011 12:36 PM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] New gamebook, The horrible dungeons of
>> dreadful doom!
>>
>> Hi Tom.
>>
>> well actually the calculation isn't too bad, just basic addition and
>> subtraction usually, and you can save yourself a lot of trouble by
>> just writing stuff down.
>>
>> For instance, my character in mutants has an inteligence of 18 which
>> gives him a pluss four to add to anything using inteligence, he's
>> rpetty inteligent.
>>
>> His investigate skill has 8 points in it, which means when I decide to
>> try rolling investigate (something that happens a lot for a super hero
>> team), I add 12 onto my roll.
>>
>> therefore on my character sheet I've written
>>
>> Investigate, 8 (pluss 12).
>>
>> The first number is the number of points I have in the skill, the
>> second is the actual number I add when i roll my D20. Thus the game
>> progresses quite quickly as I don't have to constantly recalculate
>> everything, and sinse my character for some things actually has two
>> sets of stats sinse he gets his super hero powers from a sute of
>> powered armour (which has hge amounts of weapons and other
>> tricks), writing everything down before the game helps a great deal,
>> sinse the gm will just say "roll such and such" and I can just roll my
>> D20, add the right number and continue.
>>
>> I do the same with gamebook stats as well, calculating any numbers I
>> need to roll and then writing them down at the start.
>>
>> Also, As in sryth, I keep a note of my combat value and hp at the top
>> of the page, so that I can alter it as it changes through the course
>> of the story.
>>
>> Certainly, stat tracking does help I'll agree, but I don't think it's
>> completely necessary, and I must confess I get a litle irritated with
>> people who reffuse to do it at all and therefore miss out on a lot of
>> really good gamebooks.
>>
>> 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.
>>
>>
>> _ NOD32 EMON 6382 (20110816) information _
>>
>> This message was checked by NOD32 antivirus system http://www.eset.com
>>
>>
>>
>

Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread dark

Hi Darren.

Well you can download the dungeons book from 
http://www.sendspace.com/file/8vq939



As i said to start, just open the inex.html file.

Beware the grue!

Dark.
- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, August 16, 2011 6:59 PM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




Maybe I have downloaded the wrong thing... I think what I have is just the
game book maker

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Tuesday, August 16, 2011 1:18 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
doom!

Hi Dareen.

Unzip the file, and then just open the index.html file in whatever brouser
and go on from there.

I thought I wrote as much in the readme actually.

Beware the grue!

Dark.
- Original Message -
From: "Darren Duff" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, August 16, 2011 6:14 PM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
doom!



Hey. I downloaded the zip file but where's the game book?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of dark
Sent: Tuesday, August 16, 2011 12:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of
dreadful doom!

Hi Tom.

well actually the calculation isn't too bad, just basic addition and
subtraction usually, and you can save yourself a lot of trouble by
just writing stuff down.

For instance, my character in mutants has an inteligence of 18 which
gives him a pluss four to add to anything using inteligence, he's
rpetty inteligent.

His investigate skill has 8 points in it, which means when I decide to
try rolling investigate (something that happens a lot for a super hero
team), I add 12 onto my roll.

therefore on my character sheet I've written

Investigate, 8 (pluss 12).

The first number is the number of points I have in the skill, the
second is the actual number I add when i roll my D20. Thus the game
progresses quite quickly as I don't have to constantly recalculate
everything, and sinse my character for some things actually has two
sets of stats sinse he gets his super hero powers from a sute of
powered armour (which has hge amounts of weapons and other
tricks), writing everything down before the game helps a great deal,
sinse the gm will just say "roll such and such" and I can just roll my
D20, add the right number and continue.

I do the same with gamebook stats as well, calculating any numbers I
need to roll and then writing them down at the start.

Also, As in sryth, I keep a note of my combat value and hp at the top
of the page, so that I can alter it as it changes through the course
of the story.

Certainly, stat tracking does help I'll agree, but I don't think it's
completely necessary, and I must confess I get a litle irritated with
people who reffuse to do it at all and therefore miss out on a lot of
really good gamebooks.

Beware the grue!

Dark.


---
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_ NOD32 EMON 6382 (20110816) information _

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




_ NOD32 EMON 6382 (20110816) information _

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




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_

Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread dark

Hi Tom.

well if you can script things, doing it does make sense provided it doesn't 
create too much extra work.


Interestingly enough, this question came up in connection with darkgrue, as 
someone people wanted Aprone to add some sort of generic stats system the 
way the ff project books use the fighting fantasy one.


However my probleem with that is it takes away from authors creativity.

for instance, in the book i'm planning, you have two stats called social and 
reputation. Your reputation goes up when you do something people aprove of.


social is used like combat rolls when trying to persuade people, ask leading 
questions, or fool people with a disguise, and can therefore change radicaly 
according to what your wearing, if you have a visible weapon about your 
person etc. furthermore, sometimes your reputation will help you by adding 
to your social stat, but sometimes it will be harmful and make social rolls 
more difficult, sinse obviously trying to disguise yourself is more 
difficult when you are well known.


All this is pretty easy in a standard html gamebook sinse I can just give 
the correct instructions for each situation, eg when trying to disguise 
yourself "if your reputation is five or greater take 2 from the roll, if 
more than 8 take three" but obviously I I had to work within a specifically 
created rules set it would be more difficult to do this, or possibly 
impossible.


Obviuusly though if your scripting this doesn't apply, sinse your in charge 
of the coding and not being forced to obey someone else's rules, though i do 
stil wonder how easy handling unusual situations like this is.


Beware the grue!

Dark. 



---
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread Darren Duff
Maybe I have downloaded the wrong thing... I think what I have is just the
game book maker 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Tuesday, August 16, 2011 1:18 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
doom!

Hi Dareen.

Unzip the file, and then just open the index.html file in whatever brouser
and go on from there.

I thought I wrote as much in the readme actually.

Beware the grue!

Dark.
- Original Message -
From: "Darren Duff" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, August 16, 2011 6:14 PM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
doom!


> Hey. I downloaded the zip file but where's the game book?
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
> On Behalf Of dark
> Sent: Tuesday, August 16, 2011 12:36 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] New gamebook, The horrible dungeons of 
> dreadful doom!
>
> Hi Tom.
>
> well actually the calculation isn't too bad, just basic addition and 
> subtraction usually, and you can save yourself a lot of trouble by 
> just writing stuff down.
>
> For instance, my character in mutants has an inteligence of 18 which 
> gives him a pluss four to add to anything using inteligence, he's 
> rpetty inteligent.
>
> His investigate skill has 8 points in it, which means when I decide to 
> try rolling investigate (something that happens a lot for a super hero 
> team), I add 12 onto my roll.
>
> therefore on my character sheet I've written
>
> Investigate, 8 (pluss 12).
>
> The first number is the number of points I have in the skill, the 
> second is the actual number I add when i roll my D20. Thus the game 
> progresses quite quickly as I don't have to constantly recalculate 
> everything, and sinse my character for some things actually has two 
> sets of stats sinse he gets his super hero powers from a sute of 
> powered armour (which has hge amounts of weapons and other 
> tricks), writing everything down before the game helps a great deal, 
> sinse the gm will just say "roll such and such" and I can just roll my 
> D20, add the right number and continue.
>
> I do the same with gamebook stats as well, calculating any numbers I 
> need to roll and then writing them down at the start.
>
> Also, As in sryth, I keep a note of my combat value and hp at the top 
> of the page, so that I can alter it as it changes through the course 
> of the story.
>
> Certainly, stat tracking does help I'll agree, but I don't think it's 
> completely necessary, and I must confess I get a litle irritated with 
> people who reffuse to do it at all and therefore miss out on a lot of 
> really good gamebooks.
>
> Beware the grue!
>
> Dark.
>
>
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread Thomas Ward
HI Dark,

I suppose. Although, as you said yourself there are plenty of people
who would turn down a good gamebook adventure simply on the grounds
that he or she has to roll their own dice and keep track of their
stats. Its not such a big deal for me either if I have GMA Dice handy
and notepad, Excel, whatever open and ready to store my character
stats.

That said, I've had thoughts of creating some custom gamebooks
involving DC Comics and Marvel Comics super heroes that pick up with
the game books I once had in the 80's and 90's when they were big.
Well, I'm concerned if I just do them in html which is easy as pie to
do there is quite a lot of gamers that would summarily reject them on
the grounds that they have to roll their own dice, manually keep track
of a character stat sheet, etc just like they would if they were
playing the classic paper and pen games. Therefore to me it seems
logical since I have the skill to add that automatic functionality to
my gamebooks. Still, there is a lot of advantage in not doing all that
work and just writing it in html or whatever.

Cheers!


On 8/16/11, dark  wrote:
> Hi Tom.
>
> well actually the calculation isn't too bad, just basic addition and
> subtraction usually, and you can save yourself a lot of trouble by just
> writing stuff down.
>
> For instance, my character in mutants has an inteligence of 18 which gives
> him a pluss four to add to anything using inteligence, he's rpetty
> inteligent.
>
> His investigate skill has 8 points in it, which means when I decide to try
> rolling investigate (something that happens a lot for a super hero team), I
> add 12 onto my roll.
>
> therefore on my character sheet I've written
>
> Investigate, 8 (pluss 12).
>
> The first number is the number of points I have in the skill, the second is
> the actual number I add when i roll my D20. Thus the game progresses quite
> quickly as I don't have to constantly recalculate everything, and sinse my
> character for some things actually has two sets of stats sinse he gets his
> super hero powers from a sute of powered armour (which has hge amounts
> of weapons and other tricks), writing everything down before the game helps
> a great deal, sinse the gm will just say "roll such and such" and I can just
> roll my D20, add the right number and continue.
>
> I do the same with gamebook stats as well, calculating any numbers I need to
> roll and then writing them down at the start.
>
> Also, As in sryth, I keep a note of my combat value and hp at the top of the
> page, so that I can alter it as it changes through the course of the story.
>
> Certainly, stat tracking does help I'll agree, but I don't think it's
> completely necessary, and I must confess I get a litle irritated with people
> who reffuse to do it at all and therefore miss out on a lot of really good
> gamebooks.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread dark

Hi Dareen.

Unzip the file, and then just open the index.html file in whatever brouser 
and go on from there.


I thought I wrote as much in the readme actually.

Beware the grue!

Dark.
- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, August 16, 2011 6:14 PM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




Hey. I downloaded the zip file but where's the game book?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Tuesday, August 16, 2011 12:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
doom!

Hi Tom.

well actually the calculation isn't too bad, just basic addition and
subtraction usually, and you can save yourself a lot of trouble by just
writing stuff down.

For instance, my character in mutants has an inteligence of 18 which gives
him a pluss four to add to anything using inteligence, he's rpetty
inteligent.

His investigate skill has 8 points in it, which means when I decide to try
rolling investigate (something that happens a lot for a super hero team), 
I

add 12 onto my roll.

therefore on my character sheet I've written

Investigate, 8 (pluss 12).

The first number is the number of points I have in the skill, the second 
is

the actual number I add when i roll my D20. Thus the game progresses quite
quickly as I don't have to constantly recalculate everything, and sinse my
character for some things actually has two sets of stats sinse he gets his
super hero powers from a sute of powered armour (which has hge amounts
of weapons and other tricks), writing everything down before the game 
helps
a great deal, sinse the gm will just say "roll such and such" and I can 
just

roll my D20, add the right number and continue.

I do the same with gamebook stats as well, calculating any numbers I need 
to

roll and then writing them down at the start.

Also, As in sryth, I keep a note of my combat value and hp at the top of 
the
page, so that I can alter it as it changes through the course of the 
story.


Certainly, stat tracking does help I'll agree, but I don't think it's
completely necessary, and I must confess I get a litle irritated with 
people

who reffuse to do it at all and therefore miss out on a lot of really good
gamebooks.

Beware the grue!

Dark.


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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread Darren Duff
Hey. I downloaded the zip file but where's the game book? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Tuesday, August 16, 2011 12:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
doom!

Hi Tom.

well actually the calculation isn't too bad, just basic addition and
subtraction usually, and you can save yourself a lot of trouble by just
writing stuff down.

For instance, my character in mutants has an inteligence of 18 which gives
him a pluss four to add to anything using inteligence, he's rpetty
inteligent.

His investigate skill has 8 points in it, which means when I decide to try
rolling investigate (something that happens a lot for a super hero team), I
add 12 onto my roll.

therefore on my character sheet I've written

Investigate, 8 (pluss 12).

The first number is the number of points I have in the skill, the second is
the actual number I add when i roll my D20. Thus the game progresses quite
quickly as I don't have to constantly recalculate everything, and sinse my
character for some things actually has two sets of stats sinse he gets his
super hero powers from a sute of powered armour (which has hge amounts
of weapons and other tricks), writing everything down before the game helps
a great deal, sinse the gm will just say "roll such and such" and I can just
roll my D20, add the right number and continue.

I do the same with gamebook stats as well, calculating any numbers I need to
roll and then writing them down at the start.

Also, As in sryth, I keep a note of my combat value and hp at the top of the
page, so that I can alter it as it changes through the course of the story.

Certainly, stat tracking does help I'll agree, but I don't think it's
completely necessary, and I must confess I get a litle irritated with people
who reffuse to do it at all and therefore miss out on a lot of really good
gamebooks.

Beware the grue!

Dark. 


---
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread dark

Hi Tom.

well actually the calculation isn't too bad, just basic addition and 
subtraction usually, and you can save yourself a lot of trouble by just 
writing stuff down.


For instance, my character in mutants has an inteligence of 18 which gives 
him a pluss four to add to anything using inteligence, he's rpetty 
inteligent.


His investigate skill has 8 points in it, which means when I decide to try 
rolling investigate (something that happens a lot for a super hero team), I 
add 12 onto my roll.


therefore on my character sheet I've written

Investigate, 8 (pluss 12).

The first number is the number of points I have in the skill, the second is 
the actual number I add when i roll my D20. Thus the game progresses quite 
quickly as I don't have to constantly recalculate everything, and sinse my 
character for some things actually has two sets of stats sinse he gets his 
super hero powers from a sute of powered armour (which has hge amounts 
of weapons and other tricks), writing everything down before the game helps 
a great deal, sinse the gm will just say "roll such and such" and I can just 
roll my D20, add the right number and continue.


I do the same with gamebook stats as well, calculating any numbers I need to 
roll and then writing them down at the start.


Also, As in sryth, I keep a note of my combat value and hp at the top of the 
page, so that I can alter it as it changes through the course of the story.


Certainly, stat tracking does help I'll agree, but I don't think it's 
completely necessary, and I must confess I get a litle irritated with people 
who reffuse to do it at all and therefore miss out on a lot of really good 
gamebooks.


Beware the grue!

Dark. 



---
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread dark

Hi Tom.

Well that was intended purely as a puzle question really.

i actually tried the riddle on a friend of mine, and he got it second go, so 
I thought it was okay.


While there are several answers that look right (afterall your character 
isn't supposed to be too stupid), the bit about holes and devices should've 
given it away, sinse those bits don't apply to time or any of the others.


Also, as you might guess, it's a parady of gollum's last riddle in the 
hobbit as well ;D.


Beware the grue!


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

To: "Gamers Discussion list" 
Sent: Tuesday, August 16, 2011 4:54 PM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




Hi Dark,

Oh, I seem o recall a dcouple of other places where whatever you chose
to do could and would likely kill you. Remember the spelling door with
the goblins?

I couldn't figure out the riddle, and so ended up just going down
through the options one by one until I found the right one. That's
cheating i know, but it seemed to me there were several right answers
to that riddle, and death, time, fate, etc only ended up resulting in
my immediate execution. So it seemed to me any random choice logical
or not got me killed. The right answer was totally unexpected as far
as I am concerned and was actually my last choice. G.

On 8/16/11, dark  wrote:
Well actually the fire exit is probably the only place in the book where 
one

random choice can kill you.
I really dislike gamebooks where it's a case of "right or left door, 
right
your dead!" and there's no clue involved, you just die, house of horror 
on

the fighting fantasy project site, and the novel it was based on house of
hell are very bad for that.

The fire exit though I thought was a bit of a no brainer, and just stuck 
it

in for kicks, sinse I also tried to always make deaths as amusing as
possible.

Beware the grue!

Dark.


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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread Thomas Ward
Hi Dark,

Makes sense. You are use to keeping track of your stats were some of
us, myself included, have gotten lazy over the years. It takes extra
work to take the dice roll, add any bonus points to it, divide by 10,
and subtract 2 etc. Its not complicated math, but if I can have a
computer calculate a combat roll in milliseconds compared to me
punching the stats into the calculater and calculating it so much the
better. It makes the game go faster and doesn't break up the fflow for
me having to calculate the stats and then write them down in Excel or
whatever I'm using to keep track of my character stats. That's why I
think whatever gamebooks I ever produce will involve some kind of
scripting.

That said, I don't particularly have a problem rolling my own dice and
keeping a character sheet if the story or game is good enough. After
all its that sense of adventure and fun that is the real attraction to
any gamebook. Who knows I might create a rough draft of my ideas in
say html and submit my own gamebook ideas for publication as well.

Cheers!


On 8/16/11, dark  wrote:
> Hi Tom.
>
> Well if I had the skills to script stats I'd probably do that myself too,
> but as I don't it's easier to get players to do it, and because gamebooks
> can be written without knolidge of programming, it does mean people like the
> gm of chronicles of arborell, who's a truly amazing writer but has no skills
> in programming whatsoever can have their work available for people to play.
>
> Also, I myself don't particularly see dice rolling and keeping of a
> character sheet as actually so much work, though I have met people who
> catagorically reffuse to do it.
>
> I suppose sinse I have done a fair amount of tabletop rp, and indeed play a
> game of mutants and masterminds every saturday using Gma dice and ms word to
> write a character sheet, my perception might be different from other people.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread Thomas Ward
Hi Dark,

Oh, I seem o recall a dcouple of other places where whatever you chose
to do could and would likely kill you. Remember the spelling door with
the goblins?

I couldn't figure out the riddle, and so ended up just going down
through the options one by one until I found the right one. That's
cheating i know, but it seemed to me there were several right answers
to that riddle, and death, time, fate, etc only ended up resulting in
my immediate execution. So it seemed to me any random choice logical
or not got me killed. The right answer was totally unexpected as far
as I am concerned and was actually my last choice. G.

On 8/16/11, dark  wrote:
> Well actually the fire exit is probably the only place in the book where one
> random choice can kill you.
> I really dislike gamebooks where it's a case of "right or left door, right
> your dead!" and there's no clue involved, you just die, house of horror on
> the fighting fantasy project site, and the novel it was based on house of
> hell are very bad for that.
>
> The fire exit though I thought was a bit of a no brainer, and just stuck it
> in for kicks, sinse I also tried to always make deaths as amusing as
> possible.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread dark

Hi Tom.

Well if I had the skills to script stats I'd probably do that myself too, 
but as I don't it's easier to get players to do it, and because gamebooks 
can be written without knolidge of programming, it does mean people like the 
gm of chronicles of arborell, who's a truly amazing writer but has no skills 
in programming whatsoever can have their work available for people to play.


Also, I myself don't particularly see dice rolling and keeping of a 
character sheet as actually so much work, though I have met people who 
catagorically reffuse to do it.


I suppose sinse I have done a fair amount of tabletop rp, and indeed play a 
game of mutants and masterminds every saturday using Gma dice and ms word to 
write a character sheet, my perception might be different from other people.


Beware the grue!

Dark. 



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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread dark
Well actually the fire exit is probably the only place in the book where one 
random choice can kill you.
I really dislike gamebooks where it's a case of "right or left door, right 
your dead!" and there's no clue involved, you just die, house of horror on 
the fighting fantasy project site, and the novel it was based on house of 
hell are very bad for that.


The fire exit though I thought was a bit of a no brainer, and just stuck it 
in for kicks, sinse I also tried to always make deaths as amusing as 
possible.


Beware the grue!

Dark. 



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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread Thomas Ward
Hi Dark,

Yeah, I know. There is of course a certain amount of fun in doing your
own rolling and personal stat tracking as that goes back to the
classic gamebooks of the 80's and 90's when you purchased a gamebook
from the store and did your own stat tracking and dice rolling. All
the same today a person can save themselves all that work just by
writing the game in a basic scripting language like Python and have it
roll dice, save your position, and of course keep track of weapons and
armor in your inventory. It saves having to have notepad or something
else open and keeping track of that stuff manually. There is a trade
off between doing it all manually or letting the computer store all
that info.

I think once I get things squared away with MOTA I'm going to play
around with various gamebook ideas I have and probably script them in
Perl or Python and see where it takes me. They won't be commercial
affairs, of course, but might be fun for players who want to while
away an afternoon exploring a dark and foreboading wizards tower or
exploring Count Vladimir's castle full of goblins, orcs, and other
nasties. Gamebooks are to my mind still the most accessible and most
entertaining type of game for us because they are so descriptive and
can take hours to complete.

Cheers!


On 8/16/11, dark  wrote:
> Hi Tom.
>
> It'd be nice to have stats and such in the background and also jigger the
> choices so that if you didn't have an item choices connected with it
> wouldn't show up.
>
> That's the way the books on the ff project work, and also what age of fable
> does.
>
> However obviously i don't have those skills myself. Darkgrue is primarily an
> html editer. While We have discussed adding stat tracking, it was felt that
> sinse different players will want to use different types of stats, things
> should just be left up to the player to design a dice rolling system.
>
> I know there are people who won't play gamebooks if they don't automatically
> do the dice rolling and stat tracking, though imho they are just doing
> themselves out of a lot of good stuff this way.
>
> The gamebooks on www.arborell.com are some of the best I've ever seen, the
> writing and world are amazing. However the gm is not a programmer therefore
> you need to do your own dice rolling.
>
> This isn't to say though that something with auto stat tracking and dice
> rolling isn't worth doing, because obviously when your designging it for a
> computer to do, you can make a far more complex system than would be
> possible when your asking the player to keep track of it which is a distinct
> advantage.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread Thomas Ward
Hi,

Yeah, I know the feeling. There were a number of times I was aware of
something bad would happen, but I chose that option anyway just to see
what would happen for kicks.

For instance, the fire exit. I figured given Dark's quarky sense of
humor that instead of being an exit from the dungeon a "fire exit"
meant you'd die in some horable way. All the same I had to open the
door just once to see what would happen, and sure enough I got roasted
alive. Lol!

Thing is the gamebook is such a crazy and silly game you just have to
open all the doors, look in every room, and try every option just for
laughs if for no other reason. I completed the game, but got lots of
laughs out of it along the way.

cheers!


On 8/15/11, Jacob Kruger  wrote:
> yup, but will also be honest, and say that a few times, although you're
> pretty sure it's not the best idea, you still want to know what's going to
> happen when you try something, or go somewhere...the wonders of being in a
> virtual world, instead of the 'real' one...
>
> Stay well
>
> Jacob Kruger
> Blind Biker
> Skype: BlindZA
> '...fate had broken his body, but not his spirit...'
>

---
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread dark

If you mean books I've written, your looking at it!

As I said, darkgrue was what gave me the ability to handle the sections.

For other books, go to www.arborell.com, the main books are in html.

http://outspaced.fightingfantasy.org/

where you can get the old proteus and other mags.

Then of course there is the download page at ffproject, and the competition 
page at arborell.com, though the books there are generally one or other text 
format not html. so you need to use the find function.


Beware the Grue!

Dark.
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Tuesday, August 16, 2011 9:19 AM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




where can I get all your books?
if you could upload the archive to me that would rock.
At 08:10 p.m. 16/08/2011, you wrote:

I'm not sure what you mean 9convert), sean.

if you mean convert original fighting fatnasy, well it'd take a scanner 
and lots of work i think, as well as probably bringing down the wrath of 
the publishers upon you.


As to the ffproject code, well again darkgrue just doesn't have the stat 
tracking. Remember ffproject uses only the standard fighting fantasy 
rules, and none of the books have things like character skills the way the 
lone wolf or arborell books do, pluss combat with the ff system is 
comparatively uninteresting anyway.


The stats system i plan for my next book has some slightly unique factors 
that would be hard to do with the ffproject system.


Beware the Grue!

Dark.
- Original Message - From: "shaun everiss" 
To: "Gamers Discussion list" 
Sent: Tuesday, August 16, 2011 9:05 AM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




hmmm I wish we had the code ffproject uses.
Ok you can cheat if you know the right number and as long as you are not 
dead yet.

But its quite hard unless you look at the page.
I wander if you could convert gamebooks to darkgrew though that would 
rock.

At 06:11 p.m. 16/08/2011, you wrote:

Hi Haiden.

It's a gamebook, there is no coding in the background, just like in the 
original books, I'm relying upon player honesty to not use an item if 
they don't have it which is the way gamebooks work.


People may cheat, though that rather negates the point of playing if 
your going to pretend you've got items you haven't, but there isn't 
really anything I can do about that in the books construction.


The equally applies to any other gamebook as well.

Beware the grue!

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


To: "'Gamers Discussion list'" 
Sent: Tuesday, August 16, 2011 12:17 AM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




Hi Dark,
Lol...I'm loving it. There is an issue though.
The seven-headed Cerberus can be defeated with the bogstoppers whether
youhave or have not opened the chest, I believe. So you might want to 
look

into taking that choice out.

Best Regards,
Hayden

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

Behalf Of Thomas Ward
Sent: Monday, August 15, 2011 4:20 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
doom!

Hi Dark,

Lol! Great job. I just downloaded this gamebook, played a few games,
and its great. Thanks for writing this funny adventure. Reminds me of
the old Choose Your Own Adventure stories from the 1980's. Does anyone
remember those?

In the Choose Your Own Adventure gamebooks you were given a story, and
you were given options at the bottom of each page. Depending on the
options you selected the book would end differently. I use to love
reading them, because there were so many variations of the same story
depending on choices it took several readings to find out what all the
paths were. Some ended pretty quickly like explore the darkened room,
and you stepped into a hole and fell to your death. Where if you
ignored the darkened room you would move on in the story and be given
two more choices until you got to one of the endings. It was great
fun.

Cheers!


On 8/15/11, dark  wrote:

Hi.

A while ago I was having a discussion with a mad person on 
audiogames.net
calling himself Aprone, about the difficulties of creating a gamebook 
with
numbered sections to turn to when you suffer from a lack of eyeballs 
and

cannot therefore use things like spider diagrams.

With his usual ludicrous speed, Aprone came up with the solution, a

program

named Darkgrue,  somehoe because of me ;d.

Darkgrue will let you create a number of standard text files to be the
sections of your book, linked by choices which each lead to another

section.

You can use the arrow keys to navigate around the pages, and do some

clever
things like copy and paste different choices or create a 

Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread Jacob Kruger
Here is where I downloaded the link free ones from:
http://outspaced.fightingfantasy.org/Proteus.html

Like said, I'll just strip these to text files, and use search in notepad or 
something, but, yes, linked ones would be bit simpler/easy.

Stay well

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


- Original Message -------

Subject: Re: [Audyssey] New gamebook,The horrible dungeons of dreadful  doom!
   From: Jacob Kruger 
   Date: Tue, 16 Aug 2011 11:41:41 +0200
 To: Gamers Discussion list 

>The ones I have here don't have links in them - just text - so you'd still 
>have to search for the next section number, but anyway.
>
>Stay well
>
>Jacob Kruger
>Blind Biker
>Skype: BlindZA
>'...fate had broken his body, but not his spirit...'
>
>
>- Original Message -------
>
>Subject: Re: [Audyssey] New gamebook,The horrible dungeons of dreadful  doom!
>   From: shaun everiss 
>   Date: Tue, 16 Aug 2011 20:14:34 +1200
> To: Gamers Discussion list 
>
>>well if I could get all these books from jakob and dark and somehow 
>>have all the stuff in html format so when I click things it will jump 
>>to that point that will rock.
>>At 07:41 p.m. 16/08/2011, you wrote:
>>>Hi jacob.
>>>
>>>I usually convert stuff to txt as well, for instance some of the 
>>>lone wolf resources and a lot of the background materials to 
>>>chronicles of arborell simply because adoby acrobat is annoying.
>>>
>>>However, i've actually found that with the versions of the protius 
>>>books I have, you can actually click on the section numbers to be 
>>>taken through just as in an html file.
>>>
>>>Those are the ones from outspaced that I've already shown.
>>>
>>>I've used the find number method before sinse a lot of gamebooks 
>>>(including all the arborell competition ones), are presented as 
>>>single text files, but with proteus it was a nice surprise.
>>>
>>>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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>>You can make changes or update your subscription via the web, at
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread Jacob Kruger
The ones I have here don't have links in them - just text - so you'd still have 
to search for the next section number, but anyway.

Stay well

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


- Original Message -------

Subject: Re: [Audyssey] New gamebook,The horrible dungeons of dreadful  doom!
   From: shaun everiss 
   Date: Tue, 16 Aug 2011 20:14:34 +1200
 To: Gamers Discussion list 

>well if I could get all these books from jakob and dark and somehow 
>have all the stuff in html format so when I click things it will jump 
>to that point that will rock.
>At 07:41 p.m. 16/08/2011, you wrote:
>>Hi jacob.
>>
>>I usually convert stuff to txt as well, for instance some of the 
>>lone wolf resources and a lot of the background materials to 
>>chronicles of arborell simply because adoby acrobat is annoying.
>>
>>However, i've actually found that with the versions of the protius 
>>books I have, you can actually click on the section numbers to be 
>>taken through just as in an html file.
>>
>>Those are the ones from outspaced that I've already shown.
>>
>>I've used the find number method before sinse a lot of gamebooks 
>>(including all the arborell competition ones), are presented as 
>>single text files, but with proteus it was a nice surprise.
>>
>>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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>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] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread dark
Well asi SAID SEAN, THE COPIES OF THE OLD PROTEUS mags I have do do that, 
even in pdf format.


Beware the Grue!

Dark.
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Tuesday, August 16, 2011 9:14 AM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!



well if I could get all these books from jakob and dark and somehow have 
all the stuff in html format so when I click things it will jump to that 
point that will rock.

At 07:41 p.m. 16/08/2011, you wrote:

Hi jacob.

I usually convert stuff to txt as well, for instance some of the lone wolf 
resources and a lot of the background materials to chronicles of arborell 
simply because adoby acrobat is annoying.


However, i've actually found that with the versions of the protius books I 
have, you can actually click on the section numbers to be taken through 
just as in an html file.


Those are the ones from outspaced that I've already shown.

I've used the find number method before sinse a lot of gamebooks 
(including all the arborell competition ones), are presented as single 
text files, but with proteus it was a nice surprise.


Beware the grue!

dark.

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list,

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list,
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread shaun everiss

where can I get all your books?
if you could upload the archive to me that would rock.
At 08:10 p.m. 16/08/2011, you wrote:

I'm not sure what you mean 9convert), sean.

if you mean convert original fighting fatnasy, well it'd take a 
scanner and lots of work i think, as well as probably bringing down 
the wrath of the publishers upon you.


As to the ffproject code, well again darkgrue just doesn't have the 
stat tracking. Remember ffproject uses only the standard fighting 
fantasy rules, and none of the books have things like character 
skills the way the lone wolf or arborell books do, pluss combat with 
the ff system is comparatively uninteresting anyway.


The stats system i plan for my next book has some slightly unique 
factors that would be hard to do with the ffproject system.


Beware the Grue!

Dark.
- Original Message - From: "shaun everiss" 
To: "Gamers Discussion list" 
Sent: Tuesday, August 16, 2011 9:05 AM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!



hmmm I wish we had the code ffproject uses.
Ok you can cheat if you know the right number and as long as you 
are not dead yet.

But its quite hard unless you look at the page.
I wander if you could convert gamebooks to darkgrew though that would rock.
At 06:11 p.m. 16/08/2011, you wrote:

Hi Haiden.

It's a gamebook, there is no coding in the background, just like 
in the original books, I'm relying upon player honesty to not use 
an item if they don't have it which is the way gamebooks work.


People may cheat, though that rather negates the point of playing 
if your going to pretend you've got items you haven't, but there 
isn't really anything I can do about that in the books construction.


The equally applies to any other gamebook as well.

Beware the grue!

Dark.
- Original Message - From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, August 16, 2011 12:17 AM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of 
dreadful doom!




Hi Dark,
Lol...I'm loving it. There is an issue though.
The seven-headed Cerberus can be defeated with the bogstoppers whether
youhave or have not opened the chest, I believe. So you might want to look
into taking that choice out.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 15, 2011 4:20 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
doom!

Hi Dark,

Lol! Great job. I just downloaded this gamebook, played a few games,
and its great. Thanks for writing this funny adventure. Reminds me of
the old Choose Your Own Adventure stories from the 1980's. Does anyone
remember those?

In the Choose Your Own Adventure gamebooks you were given a story, and
you were given options at the bottom of each page. Depending on the
options you selected the book would end differently. I use to love
reading them, because there were so many variations of the same story
depending on choices it took several readings to find out what all the
paths were. Some ended pretty quickly like explore the darkened room,
and you stepped into a hole and fell to your death. Where if you
ignored the darkened room you would move on in the story and be given
two more choices until you got to one of the endings. It was great
fun.

Cheers!


On 8/15/11, dark  wrote:

Hi.

A while ago I was having a discussion with a mad person on audiogames.net
calling himself Aprone, about the difficulties of creating a gamebook with
numbered sections to turn to when you suffer from a lack of eyeballs and
cannot therefore use things like spider diagrams.

With his usual ludicrous speed, Aprone came up with the solution, a

program

named Darkgrue,  somehoe because of me ;d.

Darkgrue will let you create a number of standard text files to be the
sections of your book, linked by choices which each lead to another

section.

You can use the arrow keys to navigate around the pages, and do some

clever

things like copy and paste different choices or create a separate title

for

each section.

With all the navigation taken care of, you are then free to use your
imagination to open each file in notepad and come up with the actual book
text.

the program is self voicing, but also contains textual information, so
probably would be of interest to any potential gamebook authors, as it

could

be a very useful tool.

I began a humerous test adventure with darkgrue basically to test out the
program. Being a simple game, it was to have no dice rolling, and just
feature choices based on the odd item. As is often the case though, what

was

intended to be a comedy litle romp through a dungeon grew into a 90 odd
section monstrosity with cast of monsters, puzles and generalized

insanity!


So here it is:

http://www.sendsp

Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread dark

I'm not sure what you mean 9convert), sean.

if you mean convert original fighting fatnasy, well it'd take a scanner and 
lots of work i think, as well as probably bringing down the wrath of the 
publishers upon you.


As to the ffproject code, well again darkgrue just doesn't have the stat 
tracking. Remember ffproject uses only the standard fighting fantasy rules, 
and none of the books have things like character skills the way the lone 
wolf or arborell books do, pluss combat with the ff system is comparatively 
uninteresting anyway.


The stats system i plan for my next book has some slightly unique factors 
that would be hard to do with the ffproject system.


Beware the Grue!

Dark.
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Tuesday, August 16, 2011 9:05 AM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




hmmm I wish we had the code ffproject uses.
Ok you can cheat if you know the right number and as long as you are not 
dead yet.

But its quite hard unless you look at the page.
I wander if you could convert gamebooks to darkgrew though that would 
rock.

At 06:11 p.m. 16/08/2011, you wrote:

Hi Haiden.

It's a gamebook, there is no coding in the background, just like in the 
original books, I'm relying upon player honesty to not use an item if they 
don't have it which is the way gamebooks work.


People may cheat, though that rather negates the point of playing if your 
going to pretend you've got items you haven't, but there isn't really 
anything I can do about that in the books construction.


The equally applies to any other gamebook as well.

Beware the grue!

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


To: "'Gamers Discussion list'" 
Sent: Tuesday, August 16, 2011 12:17 AM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




Hi Dark,
Lol...I'm loving it. There is an issue though.
The seven-headed Cerberus can be defeated with the bogstoppers whether
youhave or have not opened the chest, I believe. So you might want to 
look

into taking that choice out.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 15, 2011 4:20 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
doom!

Hi Dark,

Lol! Great job. I just downloaded this gamebook, played a few games,
and its great. Thanks for writing this funny adventure. Reminds me of
the old Choose Your Own Adventure stories from the 1980's. Does anyone
remember those?

In the Choose Your Own Adventure gamebooks you were given a story, and
you were given options at the bottom of each page. Depending on the
options you selected the book would end differently. I use to love
reading them, because there were so many variations of the same story
depending on choices it took several readings to find out what all the
paths were. Some ended pretty quickly like explore the darkened room,
and you stepped into a hole and fell to your death. Where if you
ignored the darkened room you would move on in the story and be given
two more choices until you got to one of the endings. It was great
fun.

Cheers!


On 8/15/11, dark  wrote:

Hi.

A while ago I was having a discussion with a mad person on 
audiogames.net
calling himself Aprone, about the difficulties of creating a gamebook 
with

numbered sections to turn to when you suffer from a lack of eyeballs and
cannot therefore use things like spider diagrams.

With his usual ludicrous speed, Aprone came up with the solution, a

program

named Darkgrue,  somehoe because of me ;d.

Darkgrue will let you create a number of standard text files to be the
sections of your book, linked by choices which each lead to another

section.

You can use the arrow keys to navigate around the pages, and do some

clever

things like copy and paste different choices or create a separate title

for

each section.

With all the navigation taken care of, you are then free to use your
imagination to open each file in notepad and come up with the actual 
book

text.

the program is self voicing, but also contains textual information, so
probably would be of interest to any potential gamebook authors, as it

could

be a very useful tool.

I began a humerous test adventure with darkgrue basically to test out 
the

program. Being a simple game, it was to have no dice rolling, and just
feature choices based on the odd item. As is often the case though, what

was

intended to be a comedy litle romp through a dungeon grew into a 90 odd
section monstrosity with cast of monsters, puzles and generalized

insanity!


So here it is:

http://www.sendspace.com/file/8vq939

For more about darkgrue, please go to Jeremy kaldobsky, aka Aprone's 
site

on



Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread shaun everiss
well if I could get all these books from jakob and dark and somehow 
have all the stuff in html format so when I click things it will jump 
to that point that will rock.

At 07:41 p.m. 16/08/2011, you wrote:

Hi jacob.

I usually convert stuff to txt as well, for instance some of the 
lone wolf resources and a lot of the background materials to 
chronicles of arborell simply because adoby acrobat is annoying.


However, i've actually found that with the versions of the protius 
books I have, you can actually click on the section numbers to be 
taken through just as in an html file.


Those are the ones from outspaced that I've already shown.

I've used the find number method before sinse a lot of gamebooks 
(including all the arborell competition ones), are presented as 
single text files, but with proteus it was a nice surprise.


Beware the grue!

dark.

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread shaun everiss

hmmm I wish we had the code ffproject uses.
Ok you can cheat if you know the right number and as long as you are 
not dead yet.

But its quite hard unless you look at the page.
I wander if you could convert gamebooks to darkgrew though that would rock.
At 06:11 p.m. 16/08/2011, you wrote:

Hi Haiden.

It's a gamebook, there is no coding in the background, just like in 
the original books, I'm relying upon player honesty to not use an 
item if they don't have it which is the way gamebooks work.


People may cheat, though that rather negates the point of playing if 
your going to pretend you've got items you haven't, but there isn't 
really anything I can do about that in the books construction.


The equally applies to any other gamebook as well.

Beware the grue!

Dark.
- Original Message - From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, August 16, 2011 12:17 AM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!



Hi Dark,
Lol...I'm loving it. There is an issue though.
The seven-headed Cerberus can be defeated with the bogstoppers whether
youhave or have not opened the chest, I believe. So you might want to look
into taking that choice out.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 15, 2011 4:20 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
doom!

Hi Dark,

Lol! Great job. I just downloaded this gamebook, played a few games,
and its great. Thanks for writing this funny adventure. Reminds me of
the old Choose Your Own Adventure stories from the 1980's. Does anyone
remember those?

In the Choose Your Own Adventure gamebooks you were given a story, and
you were given options at the bottom of each page. Depending on the
options you selected the book would end differently. I use to love
reading them, because there were so many variations of the same story
depending on choices it took several readings to find out what all the
paths were. Some ended pretty quickly like explore the darkened room,
and you stepped into a hole and fell to your death. Where if you
ignored the darkened room you would move on in the story and be given
two more choices until you got to one of the endings. It was great
fun.

Cheers!


On 8/15/11, dark  wrote:

Hi.

A while ago I was having a discussion with a mad person on audiogames.net
calling himself Aprone, about the difficulties of creating a gamebook with
numbered sections to turn to when you suffer from a lack of eyeballs and
cannot therefore use things like spider diagrams.

With his usual ludicrous speed, Aprone came up with the solution, a

program

named Darkgrue,  somehoe because of me ;d.

Darkgrue will let you create a number of standard text files to be the
sections of your book, linked by choices which each lead to another

section.

You can use the arrow keys to navigate around the pages, and do some

clever

things like copy and paste different choices or create a separate title

for

each section.

With all the navigation taken care of, you are then free to use your
imagination to open each file in notepad and come up with the actual book
text.

the program is self voicing, but also contains textual information, so
probably would be of interest to any potential gamebook authors, as it

could

be a very useful tool.

I began a humerous test adventure with darkgrue basically to test out the
program. Being a simple game, it was to have no dice rolling, and just
feature choices based on the odd item. As is often the case though, what

was

intended to be a comedy litle romp through a dungeon grew into a 90 odd
section monstrosity with cast of monsters, puzles and generalized

insanity!


So here it is:

http://www.sendspace.com/file/8vq939

For more about darkgrue, please go to Jeremy kaldobsky, aka Aprone's site

on


http://www.kaldobsky.com/audiogames/

Hope people enjoy the insanity of the book, and also get some fun out of
darkgrue.

I do have plans (and have already started writing), for a far more serious
book next, which will also feature a unique stats system including combat
and character attributes, and will be set in it's own rather distinct

world.


stil, I hope people have fun with dungeons.

if you get stuck, please look in the readme for some general hints, and if
your extremely stuck, i'm willing to answer questions, though I hope the
puzles are all doable.

All the best,

dark.
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread dark

Hi jacob.

I usually convert stuff to txt as well, for instance some of the lone wolf 
resources and a lot of the background materials to chronicles of arborell 
simply because adoby acrobat is annoying.


However, i've actually found that with the versions of the protius books I 
have, you can actually click on the section numbers to be taken through just 
as in an html file.


Those are the ones from outspaced that I've already shown.

I've used the find number method before sinse a lot of gamebooks (including 
all the arborell competition ones), are presented as single text files, but 
with proteus it was a nice surprise.


Beware the grue!

dark. 



---
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread Jacob Kruger
Well, if you need any info just ask, since I know I didn't necessarily make 
everything explain itsself fully since was 'messing around' (to be 
honest)..and it means hasn't really been tested by many other people 
who didn't know what it expects you to type, choose, etc. etc.

Stay well

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


- Original Message -------

Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!
   From: "dark" 
   Date: Tue, 16 Aug 2011 07:25:40 +0100
 To: "Gamers Discussion list" 

>I'll have to take a look at the engine and see what can be done with it.
>
>Beware the Grue!
>
>Dark.
>- Original Message - 
>From: "Jacob Kruger" 
>To: "Gamers Discussion list" 
>Sent: Tuesday, August 16, 2011 5:37 AM
>Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
>doom!
>
>
>> That's what I've sort of done with my small RPG game engine done in 
>> python, including
>> latest creation applet that makes it easier to put together game content.
>>
>> 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: Tuesday, August 16, 2011 1:36 AM
>> Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
>> doom!
>>
>>
>>> Hi Dark,
>>>
>>> Interesting enough that's kind of what I'd like to do myself, but
>>> instead of writing a gamebook in straight html I'd like to code it in
>>> C++ or maybe something simpler like Python and see how far I could
>>> get. By using something like Python, for example, I could have it do
>>> the rolls etc for me as well as keep track of items, character status,
>>> etc. Either that or I could code it in perl and add the game to a web
>>> page. There are all kinds of cool things we can do with gamebooks and
>>> make them pretty enjoyable.
>>>
>>> Cheers!
>>>
>>>
>>> On 8/15/11, dark  wrote:
>>>> Hi Tom.
>>>>
>>>> Well that was the intention, though I must confess I was quite pleased
>>>> with
>>>> some ideas that turned up in the book, especially towards the end when I
>>>> actually was trying as much for disturbing as for humourus.
>>>>
>>>> The next book which I've already started the bakcground on, is a much
>>>> more
>>>> complex and serious affair, with a distinct main character and what is I
>>>> hope a relatively unique setting.
>>>>
>>>> with dungeons I was as much trying to test out the program as anything
>>>> else,
>>>> i just decided it was probably good enough for people to enjoy reading.
>>>>
>>>> Depending upon whether I'm allowd, I'm also hopefully entering dungeons
>>>> into
>>>> the gamebook competition at www.arborell.com, though sinse they usually
>>>> only
>>>> accept books formatted as a single rtf file, we'll have to see.
>>>>
>>>> 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.
>>
>>
>> ---
>> 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.
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>> list,
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>
>
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-16 Thread Jacob Kruger
I have like 20 adventures in text based PDF files, and double checked that when 
saved one of them to a text file only, I could find the place markers they were 
telling you to go/turn to easily enough, and got them through a friend of mine 
who I do a version of normal RPG with, since he found them somewhere on the 
'net, and think they were scanned versions of the magazine, or something.

Will see if can find the place I downloaded them from bit later, and, reason 
for in fact saving them to text file version using PDF2Txt was that when it 
tells you to turn to a specific number, you just search for it in notepad, etc.

Stay well

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


- Original Message -------

Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!
   From: "dark" 
   Date: Tue, 16 Aug 2011 07:25:05 +0100
 To: "Gamers Discussion list" 

>Hi jacob.
>
>I've got the complete protius archive from 
>http://outspaced.fightingfantasy.org/ they're rather fun though i wish you 
>could get the propper ff books the way you can the lone wolf ones.
>
>I've played a couple cooperatively with a friend of mine who's a big fan, 
>but annoyingly the company who are rereleasing them did not respond to my 
>mail when I suggested they sell accessible electronic versions for pc as 
>well as the print originals.
>
>that's why I'm hoping darkgrue is going to encourage people to write more 
>gamebooks online.
>
>Beware the grue!
>
>Dark.
>- Original Message - 
>From: "Jacob Kruger" 
>To: "Gamers Discussion list" 
>Sent: Tuesday, August 16, 2011 5:37 AM
>Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
>doom!
>
>
>> I've got some electronic copies of some proteus magazine gamebook things -
>> need to upload them, but they do also need you to maintain a minor 
>> character
>> sheet including hit points etc., and while they're not perfectly 
>> structured,
>> think they're still playable.
>>
>> 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: Monday, August 15, 2011 11:20 PM
>> Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
>> doom!
>>
>>
>>> Hi Dark,
>>>
>>> Lol! Great job. I just downloaded this gamebook, played a few games,
>>> and its great. Thanks for writing this funny adventure. Reminds me of
>>> the old Choose Your Own Adventure stories from the 1980's. Does anyone
>>> remember those?
>>>
>>> In the Choose Your Own Adventure gamebooks you were given a story, and
>>> you were given options at the bottom of each page. Depending on the
>>> options you selected the book would end differently. I use to love
>>> reading them, because there were so many variations of the same story
>>> depending on choices it took several readings to find out what all the
>>> paths were. Some ended pretty quickly like explore the darkened room,
>>> and you stepped into a hole and fell to your death. Where if you
>>> ignored the darkened room you would move on in the story and be given
>>> two more choices until you got to one of the endings. It was great
>>> fun.
>>>
>>> Cheers!
>>>
>>>
>>> On 8/15/11, dark  wrote:
>>>> Hi.
>>>>
>>>> A while ago I was having a discussion with a mad person on 
>>>> audiogames.net
>>>> calling himself Aprone, about the difficulties of creating a gamebook
>>>> with
>>>> numbered sections to turn to when you suffer from a lack of eyeballs and
>>>> cannot therefore use things like spider diagrams.
>>>>
>>>> With his usual ludicrous speed, Aprone came up with the solution, a
>>>> program
>>>> named Darkgrue,  somehoe because of me ;d.
>>>>
>>>> Darkgrue will let you create a number of standard text files to be the
>>>> sections of your book, linked by choices which each lead to another
>>>> section.
>>>> You can use the arrow keys to navigate around the pages, and do some
>>>> clever
>>>> things like copy and paste different choices or create a separate title
>>>> for
>>>> each section.
>>>>
&

Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread dark

I'll have to take a look at the engine and see what can be done with it.

Beware the Grue!

Dark.
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Tuesday, August 16, 2011 5:37 AM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!



That's what I've sort of done with my small RPG game engine done in 
python, including

latest creation applet that makes it easier to put together game content.

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: Tuesday, August 16, 2011 1:36 AM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
doom!



Hi Dark,

Interesting enough that's kind of what I'd like to do myself, but
instead of writing a gamebook in straight html I'd like to code it in
C++ or maybe something simpler like Python and see how far I could
get. By using something like Python, for example, I could have it do
the rolls etc for me as well as keep track of items, character status,
etc. Either that or I could code it in perl and add the game to a web
page. There are all kinds of cool things we can do with gamebooks and
make them pretty enjoyable.

Cheers!


On 8/15/11, dark  wrote:

Hi Tom.

Well that was the intention, though I must confess I was quite pleased
with
some ideas that turned up in the book, especially towards the end when I
actually was trying as much for disturbing as for humourus.

The next book which I've already started the bakcground on, is a much
more
complex and serious affair, with a distinct main character and what is I
hope a relatively unique setting.

with dungeons I was as much trying to test out the program as anything
else,
i just decided it was probably good enough for people to enjoy reading.

Depending upon whether I'm allowd, I'm also hopefully entering dungeons
into
the gamebook competition at www.arborell.com, though sinse they usually
only
accept books formatted as a single rtf file, we'll have to see.

Beware the grue!
Dark.


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list,
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread dark

Hi jacob.

I've got the complete protius archive from 
http://outspaced.fightingfantasy.org/ they're rather fun though i wish you 
could get the propper ff books the way you can the lone wolf ones.


I've played a couple cooperatively with a friend of mine who's a big fan, 
but annoyingly the company who are rereleasing them did not respond to my 
mail when I suggested they sell accessible electronic versions for pc as 
well as the print originals.


that's why I'm hoping darkgrue is going to encourage people to write more 
gamebooks online.


Beware the grue!

Dark.
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Tuesday, August 16, 2011 5:37 AM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




I've got some electronic copies of some proteus magazine gamebook things -
need to upload them, but they do also need you to maintain a minor 
character
sheet including hit points etc., and while they're not perfectly 
structured,

think they're still playable.

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: Monday, August 15, 2011 11:20 PM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
doom!



Hi Dark,

Lol! Great job. I just downloaded this gamebook, played a few games,
and its great. Thanks for writing this funny adventure. Reminds me of
the old Choose Your Own Adventure stories from the 1980's. Does anyone
remember those?

In the Choose Your Own Adventure gamebooks you were given a story, and
you were given options at the bottom of each page. Depending on the
options you selected the book would end differently. I use to love
reading them, because there were so many variations of the same story
depending on choices it took several readings to find out what all the
paths were. Some ended pretty quickly like explore the darkened room,
and you stepped into a hole and fell to your death. Where if you
ignored the darkened room you would move on in the story and be given
two more choices until you got to one of the endings. It was great
fun.

Cheers!


On 8/15/11, dark  wrote:

Hi.

A while ago I was having a discussion with a mad person on 
audiogames.net

calling himself Aprone, about the difficulties of creating a gamebook
with
numbered sections to turn to when you suffer from a lack of eyeballs and
cannot therefore use things like spider diagrams.

With his usual ludicrous speed, Aprone came up with the solution, a
program
named Darkgrue,  somehoe because of me ;d.

Darkgrue will let you create a number of standard text files to be the
sections of your book, linked by choices which each lead to another
section.
You can use the arrow keys to navigate around the pages, and do some
clever
things like copy and paste different choices or create a separate title
for
each section.

With all the navigation taken care of, you are then free to use your
imagination to open each file in notepad and come up with the actual 
book

text.

the program is self voicing, but also contains textual information, so
probably would be of interest to any potential gamebook authors, as it
could
be a very useful tool.

I began a humerous test adventure with darkgrue basically to test out 
the

program. Being a simple game, it was to have no dice rolling, and just
feature choices based on the odd item. As is often the case though, what
was
intended to be a comedy litle romp through a dungeon grew into a 90 odd
section monstrosity with cast of monsters, puzles and generalized
insanity!

So here it is:

http://www.sendspace.com/file/8vq939

For more about darkgrue, please go to Jeremy kaldobsky, aka Aprone's 
site

on

http://www.kaldobsky.com/audiogames/

Hope people enjoy the insanity of the book, and also get some fun out of
darkgrue.

I do have plans (and have already started writing), for a far more
serious
book next, which will also feature a unique stats system including 
combat

and character attributes, and will be set in it's own rather distinct
world.

stil, I hope people have fun with dungeons.

if you get stuck, please look in the readme for some general hints, and
if
your extremely stuck, i'm willing to answer questions, though I hope the
puzles are all doable.

All the best,

dark.
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread dark
Well that's generally true of most gamebooks, and I will confess I have been 
known to save my progress occasionally by sticking an html section in my 
favourites and keeping a copy of a character sheet if any.


I did also in dungeons try to make all the deaths at least a litle humerous, 
so I am quite pleased people get to see them.


Beware the grue!

Dark.
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Tuesday, August 16, 2011 4:33 AM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!



yup, but will also be honest, and say that a few times, although you're 
pretty sure it's not the best idea, you still want to know what's going to 
happen when you try something, or go somewhere...the wonders of being in a 
virtual world, instead of the 'real' one...


Stay well

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

- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Monday, August 15, 2011 11:00 PM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!



Ah Jacob, I'm glad you managed to finish it, it proves my puzles weren't 
too obscure, but if you had to try several times it proves things weren't 
too easy either.


Glad you liked it.

Beware the grue!

Dark.
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Monday, August 15, 2011 9:40 PM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




Ok, just finished it off - after a few tries, and, excellent!

Stay well

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

----- Original Message ----- 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Monday, August 15, 2011 8:32 PM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




Thanks Jacob, I'm glad your finding it fun.

I tried to make the deaths as humerous as possible, so as to give you 
at least some compensation for dying and (theoretically), starting 
again.


Beware the grue!

Dark.

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread dark

Hi Tom.

It'd be nice to have stats and such in the background and also jigger the 
choices so that if you didn't have an item choices connected with it 
wouldn't show up.


That's the way the books on the ff project work, and also what age of fable 
does.


However obviously i don't have those skills myself. Darkgrue is primarily an 
html editer. While We have discussed adding stat tracking, it was felt that 
sinse different players will want to use different types of stats, things 
should just be left up to the player to design a dice rolling system.


I know there are people who won't play gamebooks if they don't automatically 
do the dice rolling and stat tracking, though imho they are just doing 
themselves out of a lot of good stuff this way.


The gamebooks on www.arborell.com are some of the best I've ever seen, the 
writing and world are amazing. However the gm is not a programmer therefore 
you need to do your own dice rolling.


This isn't to say though that something with auto stat tracking and dice 
rolling isn't worth doing, because obviously when your designging it for a 
computer to do, you can make a far more complex system than would be 
possible when your asking the player to keep track of it which is a distinct 
advantage.


Beware the grue!

Dark. 



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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread dark

Hi Haiden.

It's a gamebook, there is no coding in the background, just like in the 
original books, I'm relying upon player honesty to not use an item if they 
don't have it which is the way gamebooks work.


People may cheat, though that rather negates the point of playing if your 
going to pretend you've got items you haven't, but there isn't really 
anything I can do about that in the books construction.


The equally applies to any other gamebook as well.

Beware the grue!

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

To: "'Gamers Discussion list'" 
Sent: Tuesday, August 16, 2011 12:17 AM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




Hi Dark,
Lol...I'm loving it. There is an issue though.
The seven-headed Cerberus can be defeated with the bogstoppers whether
youhave or have not opened the chest, I believe. So you might want to look
into taking that choice out.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 15, 2011 4:20 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
doom!

Hi Dark,

Lol! Great job. I just downloaded this gamebook, played a few games,
and its great. Thanks for writing this funny adventure. Reminds me of
the old Choose Your Own Adventure stories from the 1980's. Does anyone
remember those?

In the Choose Your Own Adventure gamebooks you were given a story, and
you were given options at the bottom of each page. Depending on the
options you selected the book would end differently. I use to love
reading them, because there were so many variations of the same story
depending on choices it took several readings to find out what all the
paths were. Some ended pretty quickly like explore the darkened room,
and you stepped into a hole and fell to your death. Where if you
ignored the darkened room you would move on in the story and be given
two more choices until you got to one of the endings. It was great
fun.

Cheers!


On 8/15/11, dark  wrote:

Hi.

A while ago I was having a discussion with a mad person on audiogames.net
calling himself Aprone, about the difficulties of creating a gamebook 
with

numbered sections to turn to when you suffer from a lack of eyeballs and
cannot therefore use things like spider diagrams.

With his usual ludicrous speed, Aprone came up with the solution, a

program

named Darkgrue,  somehoe because of me ;d.

Darkgrue will let you create a number of standard text files to be the
sections of your book, linked by choices which each lead to another

section.

You can use the arrow keys to navigate around the pages, and do some

clever

things like copy and paste different choices or create a separate title

for

each section.

With all the navigation taken care of, you are then free to use your
imagination to open each file in notepad and come up with the actual book
text.

the program is self voicing, but also contains textual information, so
probably would be of interest to any potential gamebook authors, as it

could

be a very useful tool.

I began a humerous test adventure with darkgrue basically to test out the
program. Being a simple game, it was to have no dice rolling, and just
feature choices based on the odd item. As is often the case though, what

was

intended to be a comedy litle romp through a dungeon grew into a 90 odd
section monstrosity with cast of monsters, puzles and generalized

insanity!


So here it is:

http://www.sendspace.com/file/8vq939

For more about darkgrue, please go to Jeremy kaldobsky, aka Aprone's site

on


http://www.kaldobsky.com/audiogames/

Hope people enjoy the insanity of the book, and also get some fun out of
darkgrue.

I do have plans (and have already started writing), for a far more 
serious

book next, which will also feature a unique stats system including combat
and character attributes, and will be set in it's own rather distinct

world.


stil, I hope people have fun with dungeons.

if you get stuck, please look in the readme for some general hints, and 
if

your extremely stuck, i'm willing to answer questions, though I hope the
puzles are all doable.

All the best,

dark.
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread Jacob Kruger
That's what I've sort of done with my small RPG game engine done in python, 
including

latest creation applet that makes it easier to put together game content.

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: Tuesday, August 16, 2011 1:36 AM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
doom!



Hi Dark,

Interesting enough that's kind of what I'd like to do myself, but
instead of writing a gamebook in straight html I'd like to code it in
C++ or maybe something simpler like Python and see how far I could
get. By using something like Python, for example, I could have it do
the rolls etc for me as well as keep track of items, character status,
etc. Either that or I could code it in perl and add the game to a web
page. There are all kinds of cool things we can do with gamebooks and
make them pretty enjoyable.

Cheers!


On 8/15/11, dark  wrote:

Hi Tom.

Well that was the intention, though I must confess I was quite pleased
with
some ideas that turned up in the book, especially towards the end when I
actually was trying as much for disturbing as for humourus.

The next book which I've already started the bakcground on, is a much
more
complex and serious affair, with a distinct main character and what is I
hope a relatively unique setting.

with dungeons I was as much trying to test out the program as anything
else,
i just decided it was probably good enough for people to enjoy reading.

Depending upon whether I'm allowd, I'm also hopefully entering dungeons
into
the gamebook competition at www.arborell.com, though sinse they usually
only
accept books formatted as a single rtf file, we'll have to see.

Beware the grue!
Dark.


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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread Jacob Kruger

I've got some electronic copies of some proteus magazine gamebook things -
need to upload them, but they do also need you to maintain a minor character
sheet including hit points etc., and while they're not perfectly structured,
think they're still playable.

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: Monday, August 15, 2011 11:20 PM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
doom!



Hi Dark,

Lol! Great job. I just downloaded this gamebook, played a few games,
and its great. Thanks for writing this funny adventure. Reminds me of
the old Choose Your Own Adventure stories from the 1980's. Does anyone
remember those?

In the Choose Your Own Adventure gamebooks you were given a story, and
you were given options at the bottom of each page. Depending on the
options you selected the book would end differently. I use to love
reading them, because there were so many variations of the same story
depending on choices it took several readings to find out what all the
paths were. Some ended pretty quickly like explore the darkened room,
and you stepped into a hole and fell to your death. Where if you
ignored the darkened room you would move on in the story and be given
two more choices until you got to one of the endings. It was great
fun.

Cheers!


On 8/15/11, dark  wrote:

Hi.

A while ago I was having a discussion with a mad person on audiogames.net
calling himself Aprone, about the difficulties of creating a gamebook
with
numbered sections to turn to when you suffer from a lack of eyeballs and
cannot therefore use things like spider diagrams.

With his usual ludicrous speed, Aprone came up with the solution, a
program
named Darkgrue,  somehoe because of me ;d.

Darkgrue will let you create a number of standard text files to be the
sections of your book, linked by choices which each lead to another
section.
You can use the arrow keys to navigate around the pages, and do some
clever
things like copy and paste different choices or create a separate title
for
each section.

With all the navigation taken care of, you are then free to use your
imagination to open each file in notepad and come up with the actual book
text.

the program is self voicing, but also contains textual information, so
probably would be of interest to any potential gamebook authors, as it
could
be a very useful tool.

I began a humerous test adventure with darkgrue basically to test out the
program. Being a simple game, it was to have no dice rolling, and just
feature choices based on the odd item. As is often the case though, what
was
intended to be a comedy litle romp through a dungeon grew into a 90 odd
section monstrosity with cast of monsters, puzles and generalized
insanity!

So here it is:

http://www.sendspace.com/file/8vq939

For more about darkgrue, please go to Jeremy kaldobsky, aka Aprone's site
on

http://www.kaldobsky.com/audiogames/

Hope people enjoy the insanity of the book, and also get some fun out of
darkgrue.

I do have plans (and have already started writing), for a far more
serious
book next, which will also feature a unique stats system including combat
and character attributes, and will be set in it's own rather distinct
world.

stil, I hope people have fun with dungeons.

if you get stuck, please look in the readme for some general hints, and
if
your extremely stuck, i'm willing to answer questions, though I hope the
puzles are all doable.

All the best,

dark.
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If you ha

Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread Jacob Kruger
yup, but will also be honest, and say that a few times, although you're 
pretty sure it's not the best idea, you still want to know what's going to 
happen when you try something, or go somewhere...the wonders of being in a 
virtual world, instead of the 'real' one...


Stay well

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

- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Monday, August 15, 2011 11:00 PM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!



Ah Jacob, I'm glad you managed to finish it, it proves my puzles weren't 
too obscure, but if you had to try several times it proves things weren't 
too easy either.


Glad you liked it.

Beware the grue!

Dark.
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Monday, August 15, 2011 9:40 PM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




Ok, just finished it off - after a few tries, and, excellent!

Stay well

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

- Original Message ----- 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Monday, August 15, 2011 8:32 PM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




Thanks Jacob, I'm glad your finding it fun.

I tried to make the deaths as humerous as possible, so as to give you at 
least some compensation for dying and (theoretically), starting again.


Beware the grue!

Dark.

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread Thomas Ward
Hi Dark,

Interesting enough that's kind of what I'd like to do myself, but
instead of writing a gamebook in straight html I'd like to code it in
C++ or maybe something simpler like Python and see how far I could
get. By using something like Python, for example, I could have it do
the rolls etc for me as well as keep track of items, character status,
etc. Either that or I could code it in perl and add the game to a web
page. There are all kinds of cool things we can do with gamebooks and
make them pretty enjoyable.

Cheers!


On 8/15/11, dark  wrote:
> Hi Tom.
>
> Well that was the intention, though I must confess I was quite pleased with
> some ideas that turned up in the book, especially towards the end when I
> actually was trying as much for disturbing as for humourus.
>
> The next book which I've already started the bakcground on, is a much more
> complex and serious affair, with a distinct main character and what is I
> hope a relatively unique setting.
>
> with dungeons I was as much trying to test out the program as anything else,
> i just decided it was probably good enough for people to enjoy reading.
>
> Depending upon whether I'm allowd, I'm also hopefully entering dungeons into
> the gamebook competition at www.arborell.com, though sinse they usually only
> accept books formatted as a single rtf file, we'll have to see.
>
> Beware the grue!
> Dark.

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread Hayden Presley
Hi Dark,
Lol...I'm loving it. There is an issue though.
The seven-headed Cerberus can be defeated with the bogstoppers whether
youhave or have not opened the chest, I believe. So you might want to look
into taking that choice out.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 15, 2011 4:20 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
doom!

Hi Dark,

Lol! Great job. I just downloaded this gamebook, played a few games,
and its great. Thanks for writing this funny adventure. Reminds me of
the old Choose Your Own Adventure stories from the 1980's. Does anyone
remember those?

In the Choose Your Own Adventure gamebooks you were given a story, and
you were given options at the bottom of each page. Depending on the
options you selected the book would end differently. I use to love
reading them, because there were so many variations of the same story
depending on choices it took several readings to find out what all the
paths were. Some ended pretty quickly like explore the darkened room,
and you stepped into a hole and fell to your death. Where if you
ignored the darkened room you would move on in the story and be given
two more choices until you got to one of the endings. It was great
fun.

Cheers!


On 8/15/11, dark  wrote:
> Hi.
>
> A while ago I was having a discussion with a mad person on audiogames.net
> calling himself Aprone, about the difficulties of creating a gamebook with
> numbered sections to turn to when you suffer from a lack of eyeballs and
> cannot therefore use things like spider diagrams.
>
> With his usual ludicrous speed, Aprone came up with the solution, a
program
> named Darkgrue,  somehoe because of me ;d.
>
> Darkgrue will let you create a number of standard text files to be the
> sections of your book, linked by choices which each lead to another
section.
> You can use the arrow keys to navigate around the pages, and do some
clever
> things like copy and paste different choices or create a separate title
for
> each section.
>
> With all the navigation taken care of, you are then free to use your
> imagination to open each file in notepad and come up with the actual book
> text.
>
> the program is self voicing, but also contains textual information, so
> probably would be of interest to any potential gamebook authors, as it
could
> be a very useful tool.
>
> I began a humerous test adventure with darkgrue basically to test out the
> program. Being a simple game, it was to have no dice rolling, and just
> feature choices based on the odd item. As is often the case though, what
was
> intended to be a comedy litle romp through a dungeon grew into a 90 odd
> section monstrosity with cast of monsters, puzles and generalized
insanity!
>
> So here it is:
>
> http://www.sendspace.com/file/8vq939
>
> For more about darkgrue, please go to Jeremy kaldobsky, aka Aprone's site
on
>
> http://www.kaldobsky.com/audiogames/
>
> Hope people enjoy the insanity of the book, and also get some fun out of
> darkgrue.
>
> I do have plans (and have already started writing), for a far more serious
> book next, which will also feature a unique stats system including combat
> and character attributes, and will be set in it's own rather distinct
world.
>
> stil, I hope people have fun with dungeons.
>
> if you get stuck, please look in the readme for some general hints, and if
> your extremely stuck, i'm willing to answer questions, though I hope the
> puzles are all doable.
>
> All the best,
>
> dark.
> ---
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> gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread dark

HI jeremy.

Just download last years competition entries from www.arborell com, and 
you'll see.


My one concern with a converter is how it's going to stick in section 
numbers, eg to enter the right door turn to section 43.


It'd have to actually number each section, print it, scramble the order then 
stick the numbers in each choice leading to a section, which may be possible 
but sounds horribly complex to me.


I have however asked the gm of arborell who runs the competition and is 
actually a very nice fellow, if submitting in html is okay, sinse personally 
i'd actually prefer books in html where you just have to click to go to 
different sections rather than muck about with find commands.


We'll see what he says.

Beware the grue!

Dark. 



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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread Jeremy Kaldobsky
Formatted as a single RTF file?  Dark, do you have an example of that for me to 
take a look at?  If they end up having that as a requirement, I'm sure I can 
slap a converter together and add it to DarkGrue so you can still submit your 
story.

> Hi Tom.
> 
> Well that was the intention, though I must confess I was
> quite pleased with some ideas that turned up in the book,
> especially towards the end when I actually was trying as
> much for disturbing as for humourus.
> 
> The next book which I've already started the bakcground on,
> is a much more complex and serious affair, with a distinct
> main character and what is I hope a relatively unique
> setting.
> 
> with dungeons I was as much trying to test out the program
> as anything else, i just decided it was probably good enough
> for people to enjoy reading.
> 
> Depending upon whether I'm allowd, I'm also hopefully
> entering dungeons into the gamebook competition at
> www.arborell.com, though sinse they usually only accept
> books formatted as a single rtf file, we'll have to see.
> 
> Beware the grue!
> ark.
> d 


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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread dark

Hi Tom.

Well that was the intention, though I must confess I was quite pleased with 
some ideas that turned up in the book, especially towards the end when I 
actually was trying as much for disturbing as for humourus.


The next book which I've already started the bakcground on, is a much more 
complex and serious affair, with a distinct main character and what is I 
hope a relatively unique setting.


with dungeons I was as much trying to test out the program as anything else, 
i just decided it was probably good enough for people to enjoy reading.


Depending upon whether I'm allowd, I'm also hopefully entering dungeons into 
the gamebook competition at www.arborell.com, though sinse they usually only 
accept books formatted as a single rtf file, we'll have to see.


Beware the grue!
ark.
d 



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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread Thomas Ward
Hi Dark,

Yeah, unfortunately other people tried to copy the CYOA format, but
only the original 14 books or so were any good. Once other authors got
into the act they didn't really produce anything to the same degree or
quality of the classic CYOA books.

Anyway, I figured you would get into dice rolling and the alike once
you got a little experience developing your own gamebooks in html.
However, I do think this gamebook was a good, if a bit silly, first
game book. It was certainly funny from the moment the game character
finds an old laidy serving magic doughnuts on.

On 8/15/11, dark  wrote:
> Hi Tom.
>
> I'm glad you like. as I said I began this as a simple project to test the
> darkgrue program, but it sort of took off. Normally i'd include the sort of
> minimal dice rolling and stats you see in something like the lone wolf or
> fighting fantasy books, and certainly my next book will include them, but
> here I was just concerned with making the structure of things to test out
> the program.
>
> I've heard of the cyoa books, but never had any experience of them at all.
>
> There are a couple of sites I dug up that have some sort of public software
> for creating purely cyoa based stuff, but everything I've seen written on
> them has been pretty dreadful quality.
>
> Beware the grue!
>
> Dark.
>

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread dark

Hi Tom.

I'm glad you like. as I said I began this as a simple project to test the 
darkgrue program, but it sort of took off. Normally i'd include the sort of 
minimal dice rolling and stats you see in something like the lone wolf or 
fighting fantasy books, and certainly my next book will include them, but 
here I was just concerned with making the structure of things to test out 
the program.


I've heard of the cyoa books, but never had any experience of them at all.

There are a couple of sites I dug up that have some sort of public software 
for creating purely cyoa based stuff, but everything I've seen written on 
them has been pretty dreadful quality.


Beware the grue!

Dark. 



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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread Thomas Ward
Hi Dark,

Lol! Great job. I just downloaded this gamebook, played a few games,
and its great. Thanks for writing this funny adventure. Reminds me of
the old Choose Your Own Adventure stories from the 1980's. Does anyone
remember those?

In the Choose Your Own Adventure gamebooks you were given a story, and
you were given options at the bottom of each page. Depending on the
options you selected the book would end differently. I use to love
reading them, because there were so many variations of the same story
depending on choices it took several readings to find out what all the
paths were. Some ended pretty quickly like explore the darkened room,
and you stepped into a hole and fell to your death. Where if you
ignored the darkened room you would move on in the story and be given
two more choices until you got to one of the endings. It was great
fun.

Cheers!


On 8/15/11, dark  wrote:
> Hi.
>
> A while ago I was having a discussion with a mad person on audiogames.net
> calling himself Aprone, about the difficulties of creating a gamebook with
> numbered sections to turn to when you suffer from a lack of eyeballs and
> cannot therefore use things like spider diagrams.
>
> With his usual ludicrous speed, Aprone came up with the solution, a program
> named Darkgrue,  somehoe because of me ;d.
>
> Darkgrue will let you create a number of standard text files to be the
> sections of your book, linked by choices which each lead to another section.
> You can use the arrow keys to navigate around the pages, and do some clever
> things like copy and paste different choices or create a separate title for
> each section.
>
> With all the navigation taken care of, you are then free to use your
> imagination to open each file in notepad and come up with the actual book
> text.
>
> the program is self voicing, but also contains textual information, so
> probably would be of interest to any potential gamebook authors, as it could
> be a very useful tool.
>
> I began a humerous test adventure with darkgrue basically to test out the
> program. Being a simple game, it was to have no dice rolling, and just
> feature choices based on the odd item. As is often the case though, what was
> intended to be a comedy litle romp through a dungeon grew into a 90 odd
> section monstrosity with cast of monsters, puzles and generalized insanity!
>
> So here it is:
>
> http://www.sendspace.com/file/8vq939
>
> For more about darkgrue, please go to Jeremy kaldobsky, aka Aprone's site on
>
> http://www.kaldobsky.com/audiogames/
>
> Hope people enjoy the insanity of the book, and also get some fun out of
> darkgrue.
>
> I do have plans (and have already started writing), for a far more serious
> book next, which will also feature a unique stats system including combat
> and character attributes, and will be set in it's own rather distinct world.
>
> stil, I hope people have fun with dungeons.
>
> if you get stuck, please look in the readme for some general hints, and if
> your extremely stuck, i'm willing to answer questions, though I hope the
> puzles are all doable.
>
> All the best,
>
> 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.
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> 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] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread dark
Ah Jacob, I'm glad you managed to finish it, it proves my puzles weren't too 
obscure, but if you had to try several times it proves things weren't too 
easy either.


Glad you liked it.

Beware the grue!

Dark.
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Monday, August 15, 2011 9:40 PM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




Ok, just finished it off - after a few tries, and, excellent!

Stay well

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

- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Monday, August 15, 2011 8:32 PM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




Thanks Jacob, I'm glad your finding it fun.

I tried to make the deaths as humerous as possible, so as to give you at 
least some compensation for dying and (theoretically), starting again.


Beware the grue!

Dark.

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread Jacob Kruger

Ok, just finished it off - after a few tries, and, excellent!

Stay well

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

- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Monday, August 15, 2011 8:32 PM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




Thanks Jacob, I'm glad your finding it fun.

I tried to make the deaths as humerous as possible, so as to give you at 
least some compensation for dying and (theoretically), starting again.


Beware the grue!

Dark.

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread dark

Thanks Jacob, I'm glad your finding it fun.

I tried to make the deaths as humerous as possible, so as to give you at 
least some compensation for dying and (theoretically), starting again.


Beware the grue!

Dark. 



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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-15 Thread Jacob Kruger

LOL!

Only gone through about 4 choices, but love the writing style...

Stay well

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

- Original Message - 
From: "dark" 

To: 
Cc: ; 
Sent: Monday, August 15, 2011 7:23 PM
Subject: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!



Hi.

A while ago I was having a discussion with a mad person on audiogames.net 
calling himself Aprone, about the difficulties of creating a gamebook with 
numbered sections to turn to when you suffer from a lack of eyeballs and 
cannot therefore use things like spider diagrams.


With his usual ludicrous speed, Aprone came up with the solution, a 
program named Darkgrue,  somehoe because of me ;d.


Darkgrue will let you create a number of standard text files to be the 
sections of your book, linked by choices which each lead to another 
section. You can use the arrow keys to navigate around the pages, and do 
some clever things like copy and paste different choices or create a 
separate title for each section.


With all the navigation taken care of, you are then free to use your 
imagination to open each file in notepad and come up with the actual book 
text.


the program is self voicing, but also contains textual information, so 
probably would be of interest to any potential gamebook authors, as it 
could be a very useful tool.


I began a humerous test adventure with darkgrue basically to test out the 
program. Being a simple game, it was to have no dice rolling, and just 
feature choices based on the odd item. As is often the case though, what 
was intended to be a comedy litle romp through a dungeon grew into a 90 
odd section monstrosity with cast of monsters, puzles and generalized 
insanity!


So here it is:

http://www.sendspace.com/file/8vq939

For more about darkgrue, please go to Jeremy kaldobsky, aka Aprone's site 
on


http://www.kaldobsky.com/audiogames/

Hope people enjoy the insanity of the book, and also get some fun out of 
darkgrue.


I do have plans (and have already started writing), for a far more serious 
book next, which will also feature a unique stats system including combat 
and character attributes, and will be set in it's own rather distinct 
world.


stil, I hope people have fun with dungeons.

if you get stuck, please look in the readme for some general hints, and if 
your extremely stuck, i'm willing to answer questions, though I hope the 
puzles are all doable.


All the best,

dark.
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