I hope I didn't choose poorly. There are all flavors of game building styles in IntFiction, from full on programming language to natural writing-like. From TADS to Inform. In designing World Weaver I took the more TADS route - because that is my personal preference.
I had no delusions that my work would be able to even come close to the power of TADS, Inform or other IF engines. The existing engines are absolutely amazing. There were a few things I wanted to do a bit differently though, and I've mentioned these in the past...
Portability:
My first goal was portability. That was the primary pain point I had with TADS. Of course at this point I haven't really achieved this. The TADS client is pretty well supported on desktop OS's, and so is WW since it's Java. But being a Java console app, I am able to play it in any linux console emulator on my phone. But support on mobile/tablet devices is not there.
My first goal was portability. That was the primary pain point I had with TADS. Of course at this point I haven't really achieved this. The TADS client is pretty well supported on desktop OS's, and so is WW since it's Java. But being a Java console app, I am able to play it in any linux console emulator on my phone. But support on mobile/tablet devices is not there.
Flexibility:
Another goal was flexibility for the game authors. I wanted to make it easy to use game elements however the author wants. There are no built in navigation commands etc. The game author defines them, and what they do. This can be tedious at times, and inheritance, spawning etc can help, but ultimately I wanted to give authors complete control.
Another goal was flexibility for the game authors. I wanted to make it easy to use game elements however the author wants. There are no built in navigation commands etc. The game author defines them, and what they do. This can be tedious at times, and inheritance, spawning etc can help, but ultimately I wanted to give authors complete control.
FPS:
WW is built with game-like IntFiction in mind. More like an FPS in text than a choose your own adventure. It supports fighting, shooting (Or stabbing, whatever the author defines), the concept of life points, speed, etc. Moving NPCs that can be friends or foes. And more.
WW is built with game-like IntFiction in mind. More like an FPS in text than a choose your own adventure. It supports fighting, shooting (Or stabbing, whatever the author defines), the concept of life points, speed, etc. Moving NPCs that can be friends or foes. And more.
I am relying on game authors who prefer a more programming-like means of building IntFiction games. So hopefully there are plenty of you out there!
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