Quote:I used to be into IF in a big way years and years ago. I wrote, but didn't complete many stories. All written in inform. After realising there were such well established programs (like Inform and TADS) I never bothered coding one in QB.
Yeah, Inform rocks and it is so powerful that it's scary
It's only that before I learned about Inform I only knew about PAWS and GAC, two old authoring environments/engines from the 80s, and I simply wanted more, so I began researching.
My tutorials describe the way I code IF engines, and are the result of more than 5 years of researching. Once I got the best way, I learned that Inform, Hugo or TADS work exactly in the same way, so I kinda reinvented the wheel... Well, at least not on purpose
Anyways, I still prefer coding my stuff in BASIC 'cause it's my fave language. Once you have the engine coded, you just have to write the scripts for it. And, hell, writing the engine is so funny
I may have written 10 IF engines, each one better featured than the previous one.
If you manage that the player feels that he or she can write almost in natural language, you've been successful. Coding an IF game can be so awesome 'cause you are trying to get into the future player's mind to guess what he or she can think of writing - so you can give a proper answer
I can guarantee that coding Opa Opa was really funny. The engine it uses is fairly old, 'cause what we did was an adaptation of an old unfinished adventure I began (in Spanish) some years ago. I showed it to aetherFox who loved the plot and we decided on rewriting the pertinent things to make this into English and finish it, then add music.
Writing Interactive Fiction is almost better than playing it
Rattrawhatever6, if you "gathered that much" about what I said, I wonder why you kept talking about something different. We were talking about apples and you began describing and giving code to produce birds. Twice. So don't try to be so cool, it's unworthy.