Archived from groups: rec.games.int-fiction (More info?)
On or about 4/8/2005 11:37 AM, Jimmy Maher did proclaim:
>> This is the real hard part. Whats going to happen is that as soon as
>> you go in and edit your generated code the visual editor will become
>> much less usefull, and in all probability dangerous because its going
>> to mess up what you've done when it can't understand it.
>
> Yes, I'm aware of that. Compromises would probably have to be made
> here. Some middle ground would have to be found between absolutely free
> editablity of your code and the need to keep the GUI aware of what's
> going on in the code. I'm not sure where that line would have to fall.
> Since I was dreaming, though, I thought I might as well go all out...
There are some tools (non-GUI) that do some of this. For example, I've
written a Perl script that takes a "transcript" and generates room and
object descriptions. The idea is that you write out how you want the
game to play, and code is generated to do that. Other people have
written scripts that take dialog trees and similarly generate code. The
difficulty with all of these is, as you've said, merging things together.
I've sketched plans for an XML representation of Inform code. The
benefit is that you could have several files with partial definitions of
an object that could be combined into one. For example, the
transcript-to-Inform script could provide Bob's "description" property,
a dialog tree script would provide some "life" and "orders" code, and
you could hand-edit the rest. The merge process would result in a
single "Bob" object.
Like so many others, I haven't had the time to do much with this idea, alas.
On or about 4/8/2005 11:37 AM, Jimmy Maher did proclaim:
>> This is the real hard part. Whats going to happen is that as soon as
>> you go in and edit your generated code the visual editor will become
>> much less usefull, and in all probability dangerous because its going
>> to mess up what you've done when it can't understand it.
>
> Yes, I'm aware of that. Compromises would probably have to be made
> here. Some middle ground would have to be found between absolutely free
> editablity of your code and the need to keep the GUI aware of what's
> going on in the code. I'm not sure where that line would have to fall.
> Since I was dreaming, though, I thought I might as well go all out...
There are some tools (non-GUI) that do some of this. For example, I've
written a Perl script that takes a "transcript" and generates room and
object descriptions. The idea is that you write out how you want the
game to play, and code is generated to do that. Other people have
written scripts that take dialog trees and similarly generate code. The
difficulty with all of these is, as you've said, merging things together.
I've sketched plans for an XML representation of Inform code. The
benefit is that you could have several files with partial definitions of
an object that could be combined into one. For example, the
transcript-to-Inform script could provide Bob's "description" property,
a dialog tree script would provide some "life" and "orders" code, and
you could hand-edit the rest. The merge process would result in a
single "Bob" object.
Like so many others, I haven't had the time to do much with this idea, alas.