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Re: Is the text parser extinct?
Keith Lucas wrote:
> >I've been considering the idea of an adventure/rpg game where the player would
> be able to perform >simple or repetitive commands with mouse clicks, but the
> game would have a text parser for the more >complex commands.
> >Text parsers seem to scare some people away though. I don't think that it
> would be that hard to >program, but would it be worth it?
> >P.S. Ideally, a player would be able to complete the game without using the
> parser, but it would >allow much more creativity within the game.
> I don't think it would scare off that many people. The problem with have a
> combination is that you can make a richer environment more easily with a text
> based system (look at how complex the Magnetic Scrolls parsers used to be) but
> in order to use much of that richness you have to make the puzzles depend on it,
> and then you can't use the clicky interface.
Yep - doing the mouse-click-generates-text approach seems pretty
You can get a lot of bang for your buck with even a super-simple
'verb+noun' parser:"Open Bottle", "Drink Potion", "Smash Bottle"
and such would be pretty hard to convey with just mouse clicks.
More sophisticated full-English parsers are possible - but quite
hard to get right. I played with writing one about ten years
ago, it wasn't a great success.
I had problems like:
"Punch the Wizard on the nose"
'Ouch!' Says the Wizard.
"Stab the Dragon in the chest"
The chest does not contain a dragon.
Steve Baker (817)619-2657 (Vox/Vox-Mail)
Raytheon Systems Inc. (817)619-2466 (Fax)
Work: email@example.com http://www.hti.com
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