- From: Melvin Carvalho <melvincarvalho@gmail.com>
- Date: Sun, 21 Nov 2010 01:55:59 +0100
- To: Toby Inkster <tai@g5n.co.uk>
- Cc: Semantic Web <semantic-web@w3.org>, Linked Data community <public-lod@w3.org>
On 21 November 2010 00:43, Toby Inkster <tai@g5n.co.uk> wrote: > 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 wow, very cool! :) > > 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. Ah great, so you have a number of predicates, one for each 'action'. > > 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. That sounds like a logical next step. Your game character can be completely virtual or linked to a foaf : Person. It may be possible to have an agent that acts as a 'dungeon master', which has the ability to say, pick up an #item and put it in your inventory when you issue a command in the right room, for an object that is free. Then when selecting an action in a room, it can check the rules to see if that's possible give your current inventory. I've been talking to someone interested in porting a few simple games to linked data, so we'll see if we can put together some small game worlds, and maybe adding a few puzzles. Maybe you can even get XBOX style "Achievements" for completing certain levels in different adventures! > > -- > Toby A Inkster > <mailto:mail@tobyinkster.co.uk> > <http://tobyinkster.co.uk> > >
Received on Sunday, 21 November 2010 00:56:30 UTC