Re: Possible Idea For a Sem Web Based Game?

This concept overall is an idea I've been batting around mentally batting
about for a short time but have not put any formality to it, I'm glad to see
others pushing for this as well.

My ruminations were more along the lines of a text-based adventure game
(such as ... adventure<http://en.wikipedia.org/wiki/Colossal_Cave_Adventure>)
however in practice the concept is generally the same and the
distinction
may only be the client and not the game itself.

On the topic of "actions," I believe it would be necessary to define a set
of root actions, of which more complex actions could be built.  One does not
want to restrict the types of actions which a game author can employ
however, it would seem that the meaning of actions would soon be lost if not
grounded in some set of universally understood actions.

For example, the movement from one area to another is a very common action
in such games and would be considered a root action.  Other actions could
then be constructed using this root action.  This concept has been, to some
extent, discussed in the prior messages.  Complex actions might then be
defined as rdf:Seq's of root-actions.

-Paul

--
http://comic-post.com

On Sun, Nov 21, 2010 at 2:24 PM, Melvin Carvalho
<melvincarvalho@gmail.com>wrote:

> 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 21:55:02 UTC