- From: Toby Inkster <tai@g5n.co.uk>
- Date: Sat, 20 Nov 2010 23:43:18 +0000
- To: Melvin Carvalho <melvincarvalho@gmail.com>
- Cc: Semantic Web <semantic-web@w3.org>, Linked Data community <public-lod@w3.org>
On Sat, 20 Nov 2010 19:13:31 +0000 Toby Inkster <tai@g5n.co.uk> wrote: > I'd be happy to mock-up an interface - perhaps tonight! Here are a few test nodes: http://buzzword.org.uk/2010/game/test-nodes/london http://buzzword.org.uk/2010/game/test-nodes/birmingham http://buzzword.org.uk/2010/game/test-nodes/brighton http://buzzword.org.uk/2010/game/test-nodes/hove The vocab they use is: http://purl.org/NET/game# I've put together a little web-based client you can use to "play" the game here: http://buzzword.org.uk/2010/game/client/?Node=http%3A%2F%2Fbuzzword.org.uk%2F2010%2Fgame%2Ftest-nodes%2Flondon Source code is here: http://buzzword.org.uk/2010/game/client/source-code As you should be able to see from the source, while the four test nodes only link to each other, they could theoretically link to nodes elsewhere on the Web, and the client would follow the links happily. Melvster wrote: > However most book based text games will have a description added to > each link, rather than simply directions to travel. The way I've written this client, the nodes themselves can extend the pre-defined link directions: <#node1> <#hide-under-rug> <#node2> . <#hide-under-rug> rdfs:label "hide under the rug" ; rdfs:subPropertyOf game:exit . The client will notice you've defined a custom direction, and offer it as an option. One possible addition, that would go way beyond what the CYOA books could offer would be for the client to have a stateful store. So when you entered a room, there could be a list of room contents which you could collect into your store. The objects that you've collected could then influence the progress of the game. Probably need to think a bit more about how this should work. -- Toby A Inkster <mailto:mail@tobyinkster.co.uk> <http://tobyinkster.co.uk>
Received on Saturday, 20 November 2010 23:46:09 UTC