Newsgroups: rec.arts.int-fiction,rec.games.int-fiction
Path: nntp.gmd.de!newsserver.jvnc.net!newsserver2.jvnc.net!howland.reston.ans.net!EU.net!peer-news.britain.eu.net!warwick!bham!sunserver1.aston.ac.uk!venezuala!hartnupj
From: hartnupj@aston.ac.uk (John Hartnup)
Subject: Re: Inform: Implementing a computer.
X-Nntp-Posting-Host: venezuala.aston.ac.uk
Message-ID: <DJBsqB.6nM@aston.ac.uk>
Followup-To: rec.arts.int-fiction,rec.games.int-fiction
Sender: usenet@aston.ac.uk
Organization: Aston University
X-Newsreader: TIN [version 1.2 PL2]
References: <4a9b44$8m9@mercury.kingston.ac.uk>
Date: Sat, 9 Dec 1995 15:37:23 GMT
Lines: 24
Xref: nntp.gmd.de rec.arts.int-fiction:9632 rec.games.int-fiction:11361

Adrian Preston (te_s343@kingston.ac.uk) wrote:
: I need some opinions.

: If I were to go about implementing a computer in an adventure in Inform,
: what would be the best way, from both a player and implementation
: point of view.

If it's a command-line computer, then I'd imagine a 'type' verb would
be best. Just look at Waldo in Jigsaw.

I'd be intrigued to see what could be done to simulate a GUI...

Incidentally, edging away from text-only games, this reminds me of the
computer in "Day of the Tentacle" -- if you 'use computer' your computer
shells out into the original "Maniac Mansion" game. You could investigate
this method : the computer becomes the 'virtual' computer until you type
'quit' or 'exit'.

--
___________________________________________________________________________
John Hartnup : hartnupj@cs.aston.ac.uk | You can drink your weak lemon now,
     http://www.aston.ac.uk/~hartnupj/ | or you can save it until later...
___________________________________________________________________________

