Re: Possible Idea For a Sem Web Based Game?

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

I've started building a small game world based on a telnet game we all
used to play in the cambridge computer lab back in the early 90s (this
was maybe 1 year before Andrew Gower of Jagex/Runescape fame was
there, so not sure if he played ...)

http://buzzword.org.uk/2010/game/client/?Node=http%3A%2F%2Fdrogon.me%2FMain_Street

I left in a link to your test world for fun.  Hopefully I'll be able
to map the game world into RDF without too much trouble ... then think
about adding items and puzzles etc.

Im also looking for a CYOA game that has the data available.

>
> 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 Sunday, 21 November 2010 20:24:51 UTC