I hope this is the right forum for this.
I made a text adventure authoring system. Started working on it way back in the early 90s when I got hooked on Zork. In the last 3 years I spent a considerable amount of time to make a release version.
My next steps are:
I would appreciate feedback on the current release as to help me decide whether it is worthwhile to invest more time and also some money (for a Macbook) in this project.
Executables, sources, documentation and sample stories are at:
-- edit: new version.
Thanks for reading...
I'm currently developing a graphical front-end for IF engines. The engines work as plugins. I was tempted to try xvan by adapting the GLK version. This means it wouldn't be too hard to connect any GLK compliant engine. I'd need to do a bit more work because right now I've only connected the essentials.
BUT, you could have graphics and fancy fonts!
GLK has windows, but Brahman has channels. You write text to a channel and Brahman will display it. I've only wired up the main text channel. For example, another channel is the status line. Other channels are things like pictures, icons and sound.
For your question, no sorry it won't run in a browser, but it can compile for most platforms including Android.
Yes, but you don't automatically get links, but the inventory drawer works. The links only work if you put markup in the game text. I did this for COD experimentally.
d_entr_long "You are standing in a spacious hall, splendidly decorated in red / and gold, with glittering [[chandeliers](x chandeliers) overhead. The entrance from / the street is to the [[north](n), and there are doorways [[south](s) and [[west](w)."
also for generic things like this:
print("There is [a] [[[this]](get [this]) [this.r_preposition] [the] ") print(owner(%this)) printcr(".")
Based on a very brief look at the tutorial, your approach looks similar to that of Alan 3: the authoring system gives you no verbs by default, but gives you all the tools to make your own easily (which is how I ended up writing my own standard library, and an article about it on top of that). Which makes it a lot easier to customize and experiment with than more mainstream authoring systems. Hopefully enough people will find it a compelling feature, because we need more games made with alternatives to Inform 7.
Yes, you're right. Well, there is 1 predefined verb, "go". That's because the parser will insert is as the action for direction commands like n, s, .. But the implementation of go is up to the writer and he may decide to leave it empty. I wanted much flexibility and thus little predefined things in the language, so there's also no special objects like doors, stairs, etc. But theses can be created easily and reused.
I'm not a good author, so to test the completeness and possibilities of the language I ported the existing Inform 7 game Bronze to my system.
Sure thing! With apologies for the shameless plug: http://felix.plesoianu.ro/wiki/index.php/Intfic/DesignIFstdlib -- hope this helps.
Edit: I now realize how old that article is; in the mean time, I considerably expanded the library for another game. You can find the new version on GitHub: https://github.com/notimetoplay/city-of-dead-leaves/blob/master/retrolib.i