Andy Baio points to the new release of Graham Nelson’s Inform, which brings natural language “programming” to the world of Interactive Fiction (the “go west” and “open chest” text adventures):
For example, you write the following to define a room with which the player can later interact:
The Confectionary Workshop is a room. The Chocolate
Machine is here. “The Chocolate Machine has pride of
place. A lever and two buttons, one white, the other
brown, seem to be the only controls. On top is a
hopper.”
Also see my QML for Choose-Your-Own-Adventure games (with no programming needed for basic quests).
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