http://emshort.home.mindspring.com/simul2.htm
Feel free to email me about it. It's very much a work in progress.
-- Emily
Well, you've obviously gone way beyond my initial thoughts along
those lines. Thanks for the URL.
--
Daryl McCullough
CoGenTex, Inc.
Ithaca, NY
The _motion_ is handled and occurs as everything else does in IF, in the
text. The resolution is purely a matter of text. If I attempt to take an
object that claims to be "too far away" we are providing dimensionality
through our display.
Ultimately we are merely dealing with a fiction that has no more resolution,
no more dimensionality, than the game world object tree and travel graph.
Increasing the illusion of depth *can* be achieved in TADS by creating
composite rooms. These meta-rooms are composed of simple rooms whose exit
locations are connected through sense-passing mechanisms that allow a player
to receive scalable sense perceptions. But again, moving from one location
to another relies on the quality of textual display in order to paint a
vivid picture that captures the player and immerses them into a world that
is magically beyond a collection of words and phrases.
--Kevin
Sort of what simulation makes me come to mind is allowing actions that are
normally not allowed in text adventures or extra detail. Examples are water
freezing in a freezer, melting out in the open and boiling, cutting and
breaking objects, light bulbs in your lamps (I've got a crude implementation of
them), outlets, and lots of objects. It also refers to games which are more
'toys' than 'stories' and might not even have things like NPCs.
--
Andrew MacKinnon
andrew_mac...@yahoo.com
http://www.geocities.com/andrew_mackinnon_2000/