- From: Melvin Carvalho <melvincarvalho@gmail.com>
- Date: Sun, 21 Nov 2010 15:05:12 +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 > > 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. I do like the exits, and think they are all useful and needed. However, just thinking that this might not be ideal for scaling wrt CYOA. Every game choice would have to be added to the ontology if we used exclusively this technique. I wonder if there's possibly another way to model an 'exit' or game choice such that we dont need to change the vocab? > > 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 Sunday, 21 November 2010 14:05:41 UTC