Oolite, game depth and CYOA ... An idea.
Posted: Fri Nov 12, 2010 3:17 pm
I've been kicking around an idea in my head for the last week or two and I'd like to get some feedback from you folks if you have a minute ...
I've been a fan of Interactive Fiction (IF: think text-adventures a'la Zork) since before Elite on the C64. One aspect of IF that I like, is that it can combine story telling with problem and/or puzzle solving. Good IF can pull the player into the game domain and give an enhanced sense of immersion. It's also good "brain food" too.
There are a couple of authoring systems for IF; full fledged, sophisticated games that can respond to an incredible array of user input. Inform7: http://inform7.com/ will produce this kind of material and the CYOA, or Create Your Own Adventure style of IF. http://en.wikipedia.org/wiki/Choose_Your_Own_Adventure
In CYOA, a user picks a "path" from a limited number of response options. Depending on your choices, the game usually takes a different direction, leading to various endings. Privateer was this sort of game as comes to mind. It can be fairly "open ended" allowing the player to solve the game without following a strict "sequential play" regimen.
CYOA doesn't have to be "blind choice" either. It's possible to require the player to accomplish certain tasks before progressing to another stage. They may need to have particular information, be in a particular place or have a particular item in their possession as examples.
CYOA games are generally easier to code as they don't have to parse a wide a variety of responses as "Zork style" IF games. But they can scale to fairly high levels of complexity and be quite challenging too.
CYOA is what I'm interested in bringing to Oolite. I think it would be possible to add some more depth of play and give the Oolite commander a bit more "immersion" in the Ooniverse.
So my question: would Oolite Commanders be interested in this?
I'm much more a programmer (20+ years professionally) than a graphics artist and I think this would be a good fit for me to bring back something to the community. Looking at the fine artistic talents of folks like griff, pagroove, and so many others in this community, I think it would be a better use of my talent to do something cool in code, and leave the pixel pushing to those who have a flair for it.
Currently I believe a CYOA parser can be done using the same Spidermonkey scripting tech that Oolite currently uses so it could be added as an OXP. My CYOA parser shouldn't need any other OXP dependencies and would run on a "plain jane" install.
Additional CYOA stories could be authored and added, they're just simple text files, and that would insure future expansion.
So friends, before I start investing any serious time in this, I'd like to hear (well, read actually) comments from anyone who survived reading this far ...
Cheers.
BTW, I'm currently writing an IF story in Inform7 of the "Zork" variety that takes place in the Ooniverse ...
I've been a fan of Interactive Fiction (IF: think text-adventures a'la Zork) since before Elite on the C64. One aspect of IF that I like, is that it can combine story telling with problem and/or puzzle solving. Good IF can pull the player into the game domain and give an enhanced sense of immersion. It's also good "brain food" too.
There are a couple of authoring systems for IF; full fledged, sophisticated games that can respond to an incredible array of user input. Inform7: http://inform7.com/ will produce this kind of material and the CYOA, or Create Your Own Adventure style of IF. http://en.wikipedia.org/wiki/Choose_Your_Own_Adventure
In CYOA, a user picks a "path" from a limited number of response options. Depending on your choices, the game usually takes a different direction, leading to various endings. Privateer was this sort of game as comes to mind. It can be fairly "open ended" allowing the player to solve the game without following a strict "sequential play" regimen.
CYOA doesn't have to be "blind choice" either. It's possible to require the player to accomplish certain tasks before progressing to another stage. They may need to have particular information, be in a particular place or have a particular item in their possession as examples.
CYOA games are generally easier to code as they don't have to parse a wide a variety of responses as "Zork style" IF games. But they can scale to fairly high levels of complexity and be quite challenging too.
CYOA is what I'm interested in bringing to Oolite. I think it would be possible to add some more depth of play and give the Oolite commander a bit more "immersion" in the Ooniverse.
So my question: would Oolite Commanders be interested in this?
I'm much more a programmer (20+ years professionally) than a graphics artist and I think this would be a good fit for me to bring back something to the community. Looking at the fine artistic talents of folks like griff, pagroove, and so many others in this community, I think it would be a better use of my talent to do something cool in code, and leave the pixel pushing to those who have a flair for it.
Currently I believe a CYOA parser can be done using the same Spidermonkey scripting tech that Oolite currently uses so it could be added as an OXP. My CYOA parser shouldn't need any other OXP dependencies and would run on a "plain jane" install.
Additional CYOA stories could be authored and added, they're just simple text files, and that would insure future expansion.
So friends, before I start investing any serious time in this, I'd like to hear (well, read actually) comments from anyone who survived reading this far ...
Cheers.
BTW, I'm currently writing an IF story in Inform7 of the "Zork" variety that takes place in the Ooniverse ...