Elex and I are working together, btw.
If compiled games are that important, I can restart my free compiler project.
Just to say, I have paypal and am willing to donate £20 to the cause.
Unless that's a problem?
So what kind of things count as a 'room' then? Just to give us an idea...
I would suggest only one rule change, that is that the game mustn't last too long, 5 hours in one room is a long time, unless they do it very well or would this be judged under playability, to keep it going for so long and still be awesome?
Also, with the 'room' you say it's a location. Could you have, say, a house, but able to got to different rooms (bedroom, cupboard, etc)?
I don't like the literacy marking (-1 for EACH mistake).. After all, 10 small typo's or grammar mistakes could cause a total wipeout to an otherwise perfectly understandable and above average literacy quality. (IE, it's good apart from 10 small mistakes).
Hmmm... I'd be happier with round numbers .. Like "£30-50" and "$40-70" .. But that's a niggle I ALWAYS have...
"...may be of any duration - although this could be detrimental to the final grade."
A general rule of thumb: if you know a complete solution to the story (every command you need to type in order to leave the room) then it should take you under sixty seconds to win.
I don't like the literacy marking (-1 for EACH mistake)..
Couldn't agree more! Someone who tries to elaborate on the default responses and uses more than minimal descriptive text to create atmoshpere is automatically going to be at a disadvantage if the rule is '-1 per mistake.'
I don't get why a discussion about the game can't go on in the game announcement thread.
Why don't we have the individual threads for the individual games (and any critique's) while the scores are announced in a main thread called "Comp 09: Results" (where the winner is announced as the last post)?
Either that or judges scores could be PM'd to Alex (if he's up for it as an impartial adjudicator - that spelled correctly?) to count up and announce the scores.
Depends how open we want to be about marking things - I have no issues with being totally open and doing it all in a main thread - others may not want to announce what they think of a game, to the world.
I agree with Tron on the thread organisation. Though people should try to keep none-judging posts small, or PM who-ever if it's more appropriate. And I thought that Overcat was organising it, so should post the results, unless Alex wants to.... If we smile sweetly enough maybe he'll make a 'Quest games competitions' forum?
1) Story must consist of one "room" only. "Room" means a location, so any location is valid, not just an enclosed living space. Programmatically, this means one room definition in your ASL file. A second “winning†room is permissible, provided the game ends in that room, and no further commands by the player are permitted after they enter it. You may define other rooms for scripting purposes, as long as those rooms are unreachable by the player.
1) Story must consist of one "room" only. "Room" means a location, so any location is valid, not just an enclosed living space. Programmatically, this means one room definition in your ASL file. A second “winning†room is permissible, provided the game ends in that room, and no further commands by the player are permitted after they enter it. You may define other rooms for scripting purposes, as long as those rooms are unreachable by the player. Caveat: you may code introductory and/or "how-to-play" rooms that are accessible by the player before the game begins.
Why does an introduction need a separate room?
Introductions are done in "startscript".
Also, you don't need to store objects in a different room - you can store them in the "define game <>" block.
Marks should be separate from comments/critique.
I think there (still) is an annual '1 room' I.F. competition that runs just after? the main annual IF competition, perhaps rather than a seperate Quest only comp, Quest authors might want to enter this with their efforts instead of / as well.
As regards being a 'one room' competition, I don't believe there should be any nominal limit placed on exactly how many 'quest rooms' the author uses to construct his game. By that I mean that as long as the whole game appears to play out in one (and only one) location and the object of the game is to leave that location, the number of rooms used to create the illusion is unimportant.
It seems to me that using a grid system to effectively create multiple locations within one 'quest room' would really be against the spirit if not the letter of the competition rules.
1) Story must consist of one "room" only. "Room" means a location, so any location is valid, not just an enclosed living space. There is no nominal limit placed on exactly how many Quest room definitions you use to construct your game. As long as the whole game appears to play out in one (and only one) location, and the object of the game is to leave that location, the number of rooms used to create the illusion is unimportant.
1) Story must consist of one "room" only. "Room" means a location, so any location is valid, not just an enclosed living space. There is no nominal limit placed on exactly how many Quest room definitions you use to construct your game. As long as the whole game appears to play out in one (and only one) location, and the object of the game is to leave that location, the number of rooms used to create the illusion is unimportant. Using multiple rooms to make up a single, large location is prohibited, as that would force a violation of rule 2. A preliminary room used for “introductions†or “back story†is permitted, so long as no actual game play takes place there.
2) No directional commands are allowed - save as a winning or losing move. As soon as one moves to another location, the game is either won or lost.
...'behind the scenes' stuff - I just do not see what you're trying to get at.
paul- I think what he is getting at is each of us have a different design
style, some people use multiple rooms, some to hold hidden objects or whatever.
It's a design style that some people prefer.
Can you give me a reason for having a specific room for an intro, rather then a script/whatever to help elaborate?
What do we think of that situation?
2) ... As soon as one moves to another location, the game is either won or lost.
It's hard to hold a contest amongst a forum that has only 5 or 6 active members. It's not a bad idea... just challenging.