On Wednesday, December 26, 2012 5:18:24 PM UTC-8,
mar...@openstream.ch wrote:
Thanks. That's exactly what I was looking for. I'll try to implement this (The Fourth/Fifth Body) inside my MUD.
For the housing, I'll probably either sell the keys myself or install a vending machine.
One last, somewhat unrelated question: Is it possible to implement graphics/sounds in a way similar to offline Inform 7? This would require the client (Mushclient) to run a set of scripts, I assume (similar to how it can be done for other MUDs)?
I'm not familiar with how graphics and sounds are implemented on other MUDs, so I can't give a complete answer. I assume there's some kind of embedded text markup that identifies a sound by its URL?
One problem with supporting the same syntax used by offline I7 is that when you declare a resource like:
Sound of rustling leaves is the file "Rustling leaves.ogg".
...only the name "Sound of rustling leaves" is copied to the story file, and assigned to a new numeric ID. The file name goes into the .blurb file, which for offline games is used to bundle the resources into a Blorb, but which Guncho ignores. So you'd probably need to have a table in source code that maps sound/figure names to URLs.
Expanding Guncho's multimedia capabilities is a possibility for the future. The next version (slooooowly being developed) has a concept of resource files, so potentially it could let you upload the graphics and sound files, then parse the .blurb I7 generates, host the necessary resources at public URLs, and make those URLs available for the game to generate markup with.
vw