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Silurius Fardel
Registered User
Join date: 17 Oct 2005
Posts: 3
01-24-2006 21:42
Are there still interactive fiction lovers in SL? Anyone feel like whipping up an in-game IF platform? (Here's the first thread I've read where this came up).
Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
01-25-2006 08:24
LOL. I've thought about doing this several times. And that was exactly the thread topic I had in mind if I ever did :) I'd love to play it, but right now I really don't have the bandwidth to work on it. I was supposed to be working on an Assassins game with some people, but other things came up that took me away from that too.
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
01-25-2006 09:47
From: Silurius Fardel
Are there still interactive fiction lovers in SL? Anyone feel like whipping up an in-game IF platform?


What a great title for the thread! :p I saw it while scanning the main forum page and my heart jumped! :D

I've thought about this a little bit. SL is getting better for this type of game.

The Pot Healers game in Numbakulla is the closest thing that I've seen so far. It has a basic implementation of inventory and object interaction that works pretty well.

The HUD feature could be used effectively to manage inventory in this type of game.

One interesting challenge is managing individual state in a shared world and structuring the game so that it's not an obvious problem. For example, Player 1 interacts with the game and causes certain things to happen. Now, Player 2 comes along and needs to perceive the world as if Player 1 hadn't been there. For example, doors that Player 1 unlocked should be locked for Player 2 until the key is found.

And what if Player 1 and 2 are together in the same room? Assume that Player 1 is quite a bit farther along in the game and has the key. Player 2 just started the game and does not. Now, Player 1 opens the locked door and goes through. Player 2 might follow and quite innocently progress into a part of the game prematurely.

I'm sure there are ways to mitigate this, but it's just one line of thought that I had.
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DoctorMike Soothsayer
He's not a real doctor.
Join date: 3 Oct 2005
Posts: 113
Take Axe, Throw it at dwarf
01-27-2006 05:01
I love IF. Count me in!
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Barbarra Blair
Short Person
Join date: 18 Apr 2004
Posts: 588
01-27-2006 10:00
Actually, it would be better if Player 1 and Player 2 could influence each other's experience. But I'd like this sort of game also.
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DoctorMike Soothsayer
He's not a real doctor.
Join date: 3 Oct 2005
Posts: 113
Multi-player IF
01-27-2006 10:21
In the days of my BBC Micro, I remember one adventure game that could have two players, each taking a specified number of turns - a turn being one text command - but it was flawed; I recall several incidents where we played tag with special items:

I would have the key to the door. Other player appears - during his 10 turns - takes key and runs, but doesn't make it through.

During my 10 turns I take back the key but, similarly, don't get the chance to use it

We achieve a stalemate, until...

Guess what happened next.
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Performance Artist and educator
"Thinking outside the Prim"
Bertha Horton
Fat w/ Ice Cream
Join date: 19 Sep 2005
Posts: 835
01-27-2006 11:41
I was going to program a Zork-like game into a script, but now I'm thinking about something with pictures. After all, the script goes on a prim, which has to look like something.

Coming 2007!
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