Re: [Audyssey] Python and Interactive Fiction

2012-02-19 Thread Jim Kitchen

Hi Thomas,

Oh, ok, data base files.  I always knew them as external supporting files.  But 
data files sounds better than script files.

As a matter of fact older Basic languages had a data statement.  That is a line 
might look like

2012 data 5, 17, 22, 34, 99

Since VB6 doesn't support a data statement one can import that data from an 
external text or binary file or just hard code it into the variables where it 
is needed in the program.

Thanks for the answer about what the text files are called.

BFN

Jim

A "PROGRAM" is used to turn data into error messages.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Python and Interactive Fiction

2012-02-19 Thread Jim Kitchen

Hi Willem,

Thank you very much.  I am happy to hear that you like having my games in your 
game collection.

I think that my code does have a style.  Just not one that would make others happy. 


Thanks again.

BFN

Jim

IF code_works THEN don't_fix_it END IF

j...@kitchensinc.net
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(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Python and Interactive Fiction

2012-02-18 Thread Jacob Kruger
One other thing forgot to mention - again hyping on about edSharp for python 
coding... - is that it has keystrokes to jump to next code block, 
next indentation change/level, and in code like PHP, etc. it can jump to 
starting/ending/matching braces, etc., but anyway.


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, February 18, 2012 7:53 PM
Subject: Re: [Audyssey] Python and Interactive Fiction



Hi Jacob,

Oh, yeah. So do I. Not only was it the way I was taught to program
those conventions you mention at least have use to me on a day to day
basis. Declaring an integer variable as iSumNumber or a string as
sMyString helps me keep the variables and data types straight.
Especially, in Python which doesn't need an explicit declaration of
the data type. Variables just pop into existence with whatever kind of
data you assign it which can get confusing, for me at least, in
figuring out if I assigned an integer, float, etc to that variable.

Also I've gotten in the habit of closing my blocks of code with
comments as well. Since if statements, functions, loops, etc in Python
have no closing braces etc I add a comment like #End if, #End loop, or
#End function so I can quickly determine where one block ends and
another one begins etc. While not necessary I do find it useful for my
own programming needs.

Cheers!


On 2/17/12, Jacob Kruger  wrote:
Will also just bring up that, aside from formatting, commenting has 
always

been a good thing, for sighted guys, VI developers, for sharing code, for
own reviewing later on, etc. etc.

What I standardly do now, at the very least is add comments to the end of
code blocks, like if statements, loops, class definitions, function
definitions, etc. etc., so that at the very least, when reviewing code 
later

on, I know what I'm looking at, at the end of code blocks..

Oh yes, and have always, even in sighted days used descriptive names for
variables, data structure, etc. - you don't want to be reviewing T-SQL, 
and

wonder what type of object/item Customers is, when it could be something
like tblCustomers, qryCustomers, qryDelCustomer, qryInsertCustomers, etc.
etc., and for variable names in code itself, things like dDate1, 
sString1,
fFloat1, lList1, dcDictionary1, etc. are the types of naming conventions 
I

make use of for variable names.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'



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Re: [Audyssey] Python and Interactive Fiction

2012-02-18 Thread Thomas Ward
Hi Jacob,

Oh, yeah. So do I. Not only was it the way I was taught to program
those conventions you mention at least have use to me on a day to day
basis. Declaring an integer variable as iSumNumber or a string as
sMyString helps me keep the variables and data types straight.
Especially, in Python which doesn't need an explicit declaration of
the data type. Variables just pop into existence with whatever kind of
data you assign it which can get confusing, for me at least, in
figuring out if I assigned an integer, float, etc to that variable.

Also I've gotten in the habit of closing my blocks of code with
comments as well. Since if statements, functions, loops, etc in Python
have no closing braces etc I add a comment like #End if, #End loop, or
#End function so I can quickly determine where one block ends and
another one begins etc. While not necessary I do find it useful for my
own programming needs.

Cheers!


On 2/17/12, Jacob Kruger  wrote:
> Will also just bring up that, aside from formatting, commenting has always
> been a good thing, for sighted guys, VI developers, for sharing code, for
> own reviewing later on, etc. etc.
>
> What I standardly do now, at the very least is add comments to the end of
> code blocks, like if statements, loops, class definitions, function
> definitions, etc. etc., so that at the very least, when reviewing code later
> on, I know what I'm looking at, at the end of code blocks..
>
> Oh yes, and have always, even in sighted days used descriptive names for
> variables, data structure, etc. - you don't want to be reviewing T-SQL, and
> wonder what type of object/item Customers is, when it could be something
> like tblCustomers, qryCustomers, qryDelCustomer, qryInsertCustomers, etc.
> etc., and for variable names in code itself, things like dDate1, sString1,
> fFloat1, lList1, dcDictionary1, etc. are the types of naming conventions I
> make use of for variable names.
>
> Stay well
>
> Jacob Kruger
> Blind Biker
> Skype: BlindZA
> '...fate had broken his body, but not his spirit...'
>

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Re: [Audyssey] Python and Interactive Fiction

2012-02-18 Thread Thomas Ward
Hi Jim,

Well, all I can say to that is you probably don't have to worry about
someone cracking it if they can't read it. Grin.

The funny thing about .NET obfuscation and Java obfuscation tools is
they do exactly what you described. They take variable names like
player_description and shorten them to pd or whatever in order to
confuse and obfuscate the code.I've read my own IL code after
obfuscation and between the conversion to an intermediate language
used by the .NET Framework and all the shortened variable names etc
even I have troubles figuring out what a block of code does. Lol!

Cheers!


On 2/17/12, Jim Kitchen  wrote:
> Hi Thomas,
>
> Yep, well, there is no Jim Kitchen the third, so I don't plan on some one
> taking over the Kitchensinc games.  I know that partially because of
> starting out only being able to use two letters for variable names and
> because space was limited, I have always been conscious of size of code and
> later sound files.  I know that it really is no longer a problem, but I do
> hate to waste space.  Plus typing less is a good thing for me.  I would
> probably not like to be some one else trying to read my code though.  And
> heck as I have mentioned, many of my VB6 games were converted from dos games
> and thus actually still have line numbers from BasicA and GW Basic instead
> of line labels like Quick Basic, VB6 etc can use.
>
> Every once in a while I will add a comment line in my code, but usually it
> is just a temporary place marker and I go through and delete them when I am
> finished with that bit of code.
>
> dim pd$(5, 15) is the global variable for the players and their 14 parts of
> description for the game that I am working on now.  I'm sure that it would
> make sense to others if the variable name was more like dim
> PlayerDescription(5, 15) but I like less typing and as long as I know the
> code that is all that matters.  Well that and that it compiles, runs, and
> does what I want it to do.
>
> BFN
>
>  Jim

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Re: [Audyssey] Python and Interactive Fiction

2012-02-18 Thread Thomas Ward
Hi Dark,

I suppose. The main point of my post was simply to illistrate how a
sighted person might view formatted text be it code or a written
document vs a blind person views that same printed text.

For example, if I get a book from the library, throw it on the
scanner, usually I don't care if the OCR program preserves the
formatting because my primary interest is listening to it being read
by Openbook or my screen reader.  The only exception to the rule would
be programming books that should be preserved as closely as possible
to the original text and formatting. A sighted person reading that
printed book probably would have problems reading the book if it was
not formatted properly. Even if that were not the case it would look,
look being the important key word here, right if all that formatting
etc was removed and it was just a bunch of unformatted text on a page.

Cheers!


On 2/18/12, dark  wrote:
> Hi Tom.
>
> The odd thing is I don't think that is! true when it comes to paragraphs and
> line breaks, and indeed I tend to put them in myself, sinse they do! still
> break things up when using a screen reader.
> Indeed that's why all the entries on audiogames.net, though they don't have
> tabulation do have headings, paragraphs and line breaks, and of course stuff
> like lists are still useful with a screen reader, hence why there are quite
> a few of those too.
>
> Beware the grue!
>
> dark.

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Re: [Audyssey] Python and Interactive Fiction

2012-02-17 Thread dark

Hi Tom.

The odd thing is I don't think that is! true when it comes to paragraphs and 
line breaks, and indeed I tend to put them in myself, sinse they do! still 
break things up when using a screen reader.
Indeed that's why all the entries on audiogames.net, though they don't have 
tabulation do have headings, paragraphs and line breaks, and of course stuff 
like lists are still useful with a screen reader, hence why there are quite 
a few of those too.


Beware the grue!

dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, February 18, 2012 6:06 AM
Subject: Re: [Audyssey] Python and Interactive Fiction



Hi Dark,

Sure. Although, keep in mind we are also looking at this from a purely
blind-centric mindset. I agree that usually it isn't necessary for
someone writing a program for themselves, code they have no intention
of sharing, to just forget about professional standards in formatting
whatever. If we can't see it the entire concept of properly formatting
code doesn't always serve us to the same purpose it does a sighted
user.

That said, I'm sure if I was fully sighted, programming software, then
I'd appreciate formatting more because I could glance at my screen and
see exactly at what scope or level I am in my program.I could actually
use formatting as a programming aid/tool and therefore it would have
some personal use to me. Where as it is right now I have to enable the
speaking of tab indentions to check if my coding is properly formatted
rather than checking my formatting to the purpose it is suppose to
serve in the first place.

Which is similar to your discussion of your thesis. At this point you
personally have no need for special formatting because Hal will read
everything the same weather it looks professionally written or is
extremely sloppy.  However, for a sighted user its a different
experience because they expect titles to be centered, paragraphs to be
indented, and a double line break between paragraphs because its
easier to read and locate text with a single glance.

All I am really saying here is the way we handle printed text and a
sighted person handles that same printed text is different. A sighted
person's eye is drawn to centered text where if we want to find the
next chapter we just use a find command. An extra line break between
paragraphs makes it easier to visually skip between paragraphs at a
glance where when using screen readers it doesn't really make a
difference if there is a line break there or not. 'We, as blind users,
often give up or reject things like visual formatting simply because
it has no application or use to us personally. We are resigned to
formatting if and when we have to turn it into our professor, boss, or
someone else who requires that you dot all your i's and cross all your
t's so to speak.

Cheers!


On 2/17/12, dark  wrote:

Hi Tom.

That might be business practice but to be honest it strikes me rather as
overkill most of the time.

For instance, I certainly don't bother adding indenting or other 
formatting

to my thesis and probably won't until it comes time to prepare it for
printing and formal submition, despite the fact I obviously expect my 
tutor

to read draughts of it.

nor would I add such stuff to anything I was writing, fiction, males or
whatever unless it was an amazingly formal document such as a statement 
in a
will, or one of the medical or legal documents my brother or my mum hve 
to

deal with (I know they both use formatting for that purpose).

Generally I put in standard paragraphs, and if I expect the thing to be
overly public I'll spellcheck, but that's mostly as far as I will go, 
indeed

people I've had dealings with seem to be okay with that, even down to
university professors (none of my masters or degree essays or 
dissertation

had tabulation, just writing in word and spellchecking, nnor was it ever
suggested they should do).

So, putting in tabs seems rather to me like dressing in full black tie 
and

tale coat when a bog standard suit and tie would do.

Though actually less so, sinse I rather like wearing my tale coat, even 
more
than wearing my tux, so tend to wear it if I can possibly get away with 
it

:D.

Beware the grue!

dark.


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You can make cha

Re: [Audyssey] Python and Interactive Fiction

2012-02-17 Thread Thomas Ward
Hi Dark,

Sure. Although, keep in mind we are also looking at this from a purely
blind-centric mindset. I agree that usually it isn't necessary for
someone writing a program for themselves, code they have no intention
of sharing, to just forget about professional standards in formatting
whatever. If we can't see it the entire concept of properly formatting
code doesn't always serve us to the same purpose it does a sighted
user.

That said, I'm sure if I was fully sighted, programming software, then
I'd appreciate formatting more because I could glance at my screen and
see exactly at what scope or level I am in my program.I could actually
use formatting as a programming aid/tool and therefore it would have
some personal use to me. Where as it is right now I have to enable the
speaking of tab indentions to check if my coding is properly formatted
rather than checking my formatting to the purpose it is suppose to
serve in the first place.

Which is similar to your discussion of your thesis. At this point you
personally have no need for special formatting because Hal will read
everything the same weather it looks professionally written or is
extremely sloppy.  However, for a sighted user its a different
experience because they expect titles to be centered, paragraphs to be
indented, and a double line break between paragraphs because its
easier to read and locate text with a single glance.

 All I am really saying here is the way we handle printed text and a
sighted person handles that same printed text is different. A sighted
person's eye is drawn to centered text where if we want to find the
next chapter we just use a find command. An extra line break between
paragraphs makes it easier to visually skip between paragraphs at a
glance where when using screen readers it doesn't really make a
difference if there is a line break there or not. 'We, as blind users,
often give up or reject things like visual formatting simply because
it has no application or use to us personally. We are resigned to
formatting if and when we have to turn it into our professor, boss, or
someone else who requires that you dot all your i's and cross all your
t's so to speak.

Cheers!


On 2/17/12, dark  wrote:
> Hi Tom.
>
> That might be business practice but to be honest it strikes me rather as
> overkill most of the time.
>
> For instance, I certainly don't bother adding indenting or other formatting
> to my thesis and probably won't until it comes time to prepare it for
> printing and formal submition, despite the fact I obviously expect my tutor
> to read draughts of it.
>
> nor would I add such stuff to anything I was writing, fiction, males or
> whatever unless it was an amazingly formal document such as a statement in a
> will, or one of the medical or legal documents my brother or my mum hve to
> deal with (I know they both use formatting for that purpose).
>
> Generally I put in standard paragraphs, and if I expect the thing to be
> overly public I'll spellcheck, but that's mostly as far as I will go, indeed
> people I've had dealings with seem to be okay with that, even down to
> university professors (none of my masters or degree essays or dissertation
> had tabulation, just writing in word and spellchecking, nnor was it ever
> suggested they should do).
>
> So, putting in tabs seems rather to me like dressing in full black tie and
> tale coat when a bog standard suit and tie would do.
>
> Though actually less so, sinse I rather like wearing my tale coat, even more
> than wearing my tux, so tend to wear it if I can possibly get away with it
> :D.
>
> Beware the grue!
>
> dark.
>
>
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Re: [Audyssey] Python and Interactive Fiction

2012-02-17 Thread Thomas Ward
Hi Dark,

Technically speaking the text files in Jim Kitchens games are what
programmers refere to as a flat database. That's a fancey name for a
text file with some data that gets read into a program or engine. They
are not scripts because they don't require any programming. Names for
squares on a board, questions and answers to trivia questions,
whatever does not qualify as scripting. Its straight data, or in plane
English information.

Real scripts have, functions, variables, etc that carry out some
simple instructions. For example writing the following is a script.

name = raw_input("Enter your name.")
print = "your name is " + name + "."

This is a script because we have a name variable, the raw_input()
function, and a print statement. I.E. its a programming language,
python to be exact, because I'm giving actual instructions to
python.exe to do something other than straight information.

Cheers!


On 2/17/12, dark  wrote:
> Hi Jim.
>
> What I find interesting is you say your code has these various complexities,
> yet you've written some really user friendly scripts for creating stuff like
> trivia files, golf courses etc, which obviously people have to be able to
> write in without complications. Making those could've been far more
> difficult than it actually is, so obviously you do do user friendly
> extremely when there is a good reason to :D.
>
> Beware the grue!
> Dark.
>

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Re: [Audyssey] Python and Interactive Fiction

2012-02-17 Thread dark

Hi Tom.

That might be business practice but to be honest it strikes me rather as 
overkill most of the time.


For instance, I certainly don't bother adding indenting or other formatting 
to my thesis and probably won't until it comes time to prepare it for 
printing and formal submition, despite the fact I obviously expect my tutor 
to read draughts of it.


nor would I add such stuff to anything I was writing, fiction, males or 
whatever unless it was an amazingly formal document such as a statement in a 
will, or one of the medical or legal documents my brother or my mum hve to 
deal with (I know they both use formatting for that purpose).


Generally I put in standard paragraphs, and if I expect the thing to be 
overly public I'll spellcheck, but that's mostly as far as I will go, indeed 
people I've had dealings with seem to be okay with that, even down to 
university professors (none of my masters or degree essays or dissertation 
had tabulation, just writing in word and spellchecking, nnor was it ever 
suggested they should do).


So, putting in tabs seems rather to me like dressing in full black tie and 
tale coat when a bog standard suit and tie would do.


Though actually less so, sinse I rather like wearing my tale coat, even more 
than wearing my tux, so tend to wear it if I can possibly get away with it 
:D.


Beware the grue!

dark. 



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Re: [Audyssey] Python and Interactive Fiction

2012-02-17 Thread Thomas Ward
Hi Jim,

Script files are usually quick and dirty applications written in a
script language like Javascript, VBScript, Python, Perl, etc that can
either be embedded into an application or be used as stand alone
applications. For example here is a simple Python calculator.


num1 = raw_input("Enter the first number to add.")
num2 = raw_input("Enter the second number to add.")
sum = num1 + num2
print = "The sum is " + string(sum) + "."

Obviously, this is a very simple program, and not something you would
want to write up in Visual Basic, C++, or any other full blown
programming language if you can help it. However, scripting languages
like Python serve this purpose nicely as you can write a quick and
dirty app to add numbers, perform calculations, copy files, whatever
you want without bringing to bare a full programming language.
Although, Python unlike some scripting languages can be used a s a
scripting language as well as a full blown programming language.

Cheers!


On 2/17/12, Jim Kitchen  wrote:
> Hi Dark,
>
> Well I do try to make my games and utility programs as user friendly as
> possible.  I think that the ease of at least getting started playing my
> games because of the easy interface is one thing that some people like about
> my games.  Some though I hope are still hard to win or be real good at.
>
> I am sorry, but I do not actually know what the word often used these days,
> script files, refers to.  I mean I write source code in VB6 and then compile
> it to an executable file.  That's it.
>
> BFN
>
> - Original Message -
> Hi Jim.
>
> What I find interesting is you say your code has these various complexities,
> yet you've written some really user friendly scripts for creating stuff like
> trivia files, golf courses etc, which obviously people have to be able to
> write in without complications. Making those could've been far more
> difficult than it actually is, so obviously you do do user friendly
> extremely when there is a good reason to :D.
>
> Beware the grue!
> Dark.
>
> - Original Message -
> From: "Jim Kitchen" 
> To: "Thomas Ward" 
> Sent: Friday, February 17, 2012 10:58 AM
> Subject: Re: [Audyssey] Python and Interactive Fiction
>
>
>> Hi Thomas,
>>
>> Yep, well, there is no Jim Kitchen the third, so I don't plan on some one
>> taking over the Kitchensinc games.  I know that partially because of
>> starting out only being able to use two letters for variable names and
>> because space was limited, I have always been conscious of size of code
>> and later sound files.  I know that it really is no longer a problem, but
>> I do hate to waste space.  Plus typing less is a good thing for me.  I
>> would probably not like to be some one else trying to read my code though.
>>
>> And heck as I have mentioned, many of my VB6 games were converted from dos
>>
>> games and thus actually still have line numbers from BasicA and GW Basic
>> instead of line labels like Quick Basic, VB6 etc can use.
>>
>> Every once in a while I will add a comment line in my code, but usually it
>>
>> is just a temporary place marker and I go through and delete them when I
>> am finished with that bit of code.
>>
>> dim pd$(5, 15) is the global variable for the players and their 14 parts
>> of description for the game that I am working on now.  I'm sure that it
>> would make sense to others if the variable name was more like dim
>> PlayerDescription(5, 15) but I like less typing and as long as I know the
>> code that is all that matters.  Well that and that it compiles, runs, and
>> does what I want it to do.
>>
>> BFN
>>
>> Jim
>>
>> Cool! all of the hard work has paid off, my name is a household word.
>>
>> j...@kitchensinc.net
>> http://www.kitchensinc.net
>> (440) 286-6920
>> Chardon Ohio USA
>
>
>  Jim
>
> Kitchen's Inc, for games that are up to 110 percent funner to play.
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
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Re: [Audyssey] Python and Interactive Fiction

2012-02-17 Thread Thomas Ward
Hi Dark,

Yes and no. Its true scripts are use to extend the basic functionality
of a program, but some scripting languages are full blown programming
languages on their own. There are what we call embedded scripting
languages, and there are runtime scripting languages. If that's
confusing let me explain this a little better.

Angelscript is one type of scripting language, but it has no
functionality to write programs on its own. Its what we call an
embedded scripting language because it was designed to be embedded
into a program like BGT so you can extend the functionality of BGT.
That's the kind of scripting language you were talking about, but its
not the only type.

Python on the other hand is also a scripting language, but it is a
runtime scripting language or runtime language for short. Unlike
embedded languages like Angelscript there are hundreds of functions
predefined in the Python runtime to perform calculations, select
random numbers, print text to the screen, get input, whatever. As a
result you can develop full blown stand alone applications in Python
that you couldn't in something like Angelscript. Even cooler Python
can itself be embedded into a Python program to extend the basic
functionality of the program.

A great example of this is the NVDA screen reader. The Entire screen
reader is written in pure Python except for a few libraries that had
to be written in native C++ code. However, NVDA can be scripted
through modules that are written in Python. This is a clear case of
Python being used as a full blown programming language and as a script
language at the same time.

Cheers!


On 2/17/12, dark  wrote:
> Hi Jim.
>
> I might be utterly wrong, but as I understand it a "script file" simply
> means a file that a user can write to get an existing program to do stuff.
> It's not programming, sinse what you write are basically instructions for
> the host program to follow, but it's a way for someone to get the program to
> read new content or behave in a certain way over and above what it does
> normally.
>
> Thus, when I type in a trivia file,
>
> q> is this a question?
>
> it's an instruction for the trivia engine to speak the text, add another
> possible point to the over all score for the file,then display any answers
> that come after it.
>
> I don't need to write my own trivia game engine if I want to have a quiz, I
> can just write instructions for your trivia program to follow, and indeed
> include different content than what was there by default provided I tell the
> program what that is.
>
> that's as I understand it what a script is, a set of instructions to a host
> program that someone can write, which a program can follow, without the
> person having to write their own program from scratch to do everything.
>
> of course, some scripts involve programming, and some can be really complex,
> like the Bgt scripts, where as others can be as simple to write and
> understand as yours.
>
> As I said I could be wrong, but certainly when i've talked about scripts
> that's what I've meant.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] Python and Interactive Fiction

2012-02-17 Thread Thomas Ward
Hi Dark,

Yeah, I see your point, but the standards are there for good reason.


For Instance, when I start a paragraph in html I indent the line two
tabs use  and then write my paragraph on the same
line. Then, I close it with the  tag. That's pretty common and the
way I was trained to do it in college.

The thought behind this is a uniform style across business websites,
and as with programming languages those indentions I made allows a
sighted web developer to quickly glance through the html code and find
the beginning of paragraphs, tables, lists, etc simply based on
indention. Its not strictly necessary to do this, of course, but it
makes it more readable. Especially, when you have nested elements like
tables that can have several columns and rows.

Cheers!


On 2/16/12, dark  wrote:
> Hi Tom.
>
> This all makes sense, but at least in structural terms, I have noticed there
> are things which can be done to make code make a bit more sense to both the
> writer and the reader, business models and standard aside.
>
> For example, though it is not programming code, one thing I always do when
> writing html is put hard returns in the places that they would have if it
> were a standard peace of text, even though they won't actually show up.
>
> for instance, I'll always start my new paragraphis with less than p
> greaterthan on a new line, and when I've finished I'll go down a line again.
>
> All my line breaks are on separate lines, as is any list item I use.
>
> there is no really logical reason for this, indeed I've seen some html that
> will just write paragraphs and such as one large block of text. I just
> personally found it easier to think about if I put in the hard returns so
> that when actually looking at the code, it looks the way I'd write it in
> text as well, and now that we've got a couple of new db editers, it's stood
> in good stead sinse they can look at it and instantly see what the
> formatting code does.
>
> I've seen similar sorts of things done when games have editable conf files,
> there will be one or two commented out instructions telling you what does
> what and how to set stuff like the variables to what you want, just to make
> the lives of people who might want to change their game settings easier.
>
> So, as I said, while probably there are industry standards for this and
> matters of indenting which, --- -unless using python, are more conventions
> and standards mostly intended for sighted programmers, if you want other
> people to read what you've done and fiddle with it, it still makes sense to
> try and make that as easy for them as possible.
>
> Beware the grue!
>
> Dark.
>
>
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Re: [Audyssey] Python and Interactive Fiction

2012-02-17 Thread dark

Hi Jim.

I might be utterly wrong, but as I understand it a "script file" simply 
means a file that a user can write to get an existing program to do stuff. 
It's not programming, sinse what you write are basically instructions for 
the host program to follow, but it's a way for someone to get the program to 
read new content or behave in a certain way over and above what it does 
normally.


Thus, when I type in a trivia file,

q> is this a question?

it's an instruction for the trivia engine to speak the text, add another 
possible point to the over all score for the file,then display any answers 
that come after it.


I don't need to write my own trivia game engine if I want to have a quiz, I 
can just write instructions for your trivia program to follow, and indeed 
include different content than what was there by default provided I tell the 
program what that is.


that's as I understand it what a script is, a set of instructions to a host 
program that someone can write, which a program can follow, without the 
person having to write their own program from scratch to do everything.


of course, some scripts involve programming, and some can be really complex, 
like the Bgt scripts, where as others can be as simple to write and 
understand as yours.


As I said I could be wrong, but certainly when i've talked about scripts 
that's what I've meant.


Beware the grue!

Dark. 



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Re: [Audyssey] Python and Interactive Fiction

2012-02-17 Thread Jim Kitchen

Hi Dark,

Well I do try to make my games and utility programs as user friendly as 
possible.  I think that the ease of at least getting started playing my games 
because of the easy interface is one thing that some people like about my 
games.  Some though I hope are still hard to win or be real good at.

I am sorry, but I do not actually know what the word often used these days, 
script files, refers to.  I mean I write source code in VB6 and then compile it 
to an executable file.  That's it.

BFN

- Original Message -
Hi Jim.

What I find interesting is you say your code has these various complexities, 
yet you've written some really user friendly scripts for creating stuff like 
trivia files, golf courses etc, which obviously people have to be able to 
write in without complications. Making those could've been far more 
difficult than it actually is, so obviously you do do user friendly 
extremely when there is a good reason to :D.


Beware the grue!
Dark.

- Original Message - 
From: "Jim Kitchen" 

To: "Thomas Ward" 
Sent: Friday, February 17, 2012 10:58 AM
Subject: Re: [Audyssey] Python and Interactive Fiction



Hi Thomas,

Yep, well, there is no Jim Kitchen the third, so I don't plan on some one 
taking over the Kitchensinc games.  I know that partially because of 
starting out only being able to use two letters for variable names and 
because space was limited, I have always been conscious of size of code 
and later sound files.  I know that it really is no longer a problem, but 
I do hate to waste space.  Plus typing less is a good thing for me.  I 
would probably not like to be some one else trying to read my code though. 
And heck as I have mentioned, many of my VB6 games were converted from dos 
games and thus actually still have line numbers from BasicA and GW Basic 
instead of line labels like Quick Basic, VB6 etc can use.


Every once in a while I will add a comment line in my code, but usually it 
is just a temporary place marker and I go through and delete them when I 
am finished with that bit of code.


dim pd$(5, 15) is the global variable for the players and their 14 parts 
of description for the game that I am working on now.  I'm sure that it 
would make sense to others if the variable name was more like dim 
PlayerDescription(5, 15) but I like less typing and as long as I know the 
code that is all that matters.  Well that and that it compiles, runs, and 
does what I want it to do.


BFN

Jim

Cool! all of the hard work has paid off, my name is a household word.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA



Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Python and Interactive Fiction

2012-02-17 Thread Willem Venter

Hi Jim.
I agree with you about coding the way you feel most comfortable with 
first and worrying about style afterward. I've personally found that 
adding some descriptive names make it easier to find bugs, but I am bad 
at describing something in a word or two.


I do not want to imagine my game collection without your games. Very 
unpleasant!



On 2/17/2012 12:58 PM, Jim Kitchen wrote:

Hi Thomas,

Yep, well, there is no Jim Kitchen the third, so I don't plan on some 
one taking over the Kitchensinc games.  I know that partially because 
of starting out only being able to use two letters for variable names 
and because space was limited, I have always been conscious of size of 
code and later sound files.  I know that it really is no longer a 
problem, but I do hate to waste space.  Plus typing less is a good 
thing for me.  I would probably not like to be some one else trying to 
read my code though.  And heck as I have mentioned, many of my VB6 
games were converted from dos games and thus actually still have line 
numbers from BasicA and GW Basic instead of line labels like Quick 
Basic, VB6 etc can use.


Every once in a while I will add a comment line in my code, but 
usually it is just a temporary place marker and I go through and 
delete them when I am finished with that bit of code.


dim pd$(5, 15) is the global variable for the players and their 14 
parts of description for the game that I am working on now.  I'm sure 
that it would make sense to others if the variable name was more like 
dim PlayerDescription(5, 15) but I like less typing and as long as I 
know the code that is all that matters.  Well that and that it 
compiles, runs, and does what I want it to do.


BFN

Jim

Cool! all of the hard work has paid off, my name is a household word.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Python and Interactive Fiction

2012-02-17 Thread dark

Hi Jim.

What I find interesting is you say your code has these various complexities, 
yet you've written some really user friendly scripts for creating stuff like 
trivia files, golf courses etc, which obviously people have to be able to 
write in without complications. Making those could've been far more 
difficult than it actually is, so obviously you do do user friendly 
extremely when there is a good reason to :D.


Beware the grue!
Dark.

- Original Message - 
From: "Jim Kitchen" 

To: "Thomas Ward" 
Sent: Friday, February 17, 2012 10:58 AM
Subject: Re: [Audyssey] Python and Interactive Fiction



Hi Thomas,

Yep, well, there is no Jim Kitchen the third, so I don't plan on some one 
taking over the Kitchensinc games.  I know that partially because of 
starting out only being able to use two letters for variable names and 
because space was limited, I have always been conscious of size of code 
and later sound files.  I know that it really is no longer a problem, but 
I do hate to waste space.  Plus typing less is a good thing for me.  I 
would probably not like to be some one else trying to read my code though. 
And heck as I have mentioned, many of my VB6 games were converted from dos 
games and thus actually still have line numbers from BasicA and GW Basic 
instead of line labels like Quick Basic, VB6 etc can use.


Every once in a while I will add a comment line in my code, but usually it 
is just a temporary place marker and I go through and delete them when I 
am finished with that bit of code.


dim pd$(5, 15) is the global variable for the players and their 14 parts 
of description for the game that I am working on now.  I'm sure that it 
would make sense to others if the variable name was more like dim 
PlayerDescription(5, 15) but I like less typing and as long as I know the 
code that is all that matters.  Well that and that it compiles, runs, and 
does what I want it to do.


BFN

Jim

Cool! all of the hard work has paid off, my name is a household word.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Python and Interactive Fiction

2012-02-17 Thread Jim Kitchen

Hi Thomas,

Yep, well, there is no Jim Kitchen the third, so I don't plan on some one 
taking over the Kitchensinc games.  I know that partially because of starting 
out only being able to use two letters for variable names and because space was 
limited, I have always been conscious of size of code and later sound files.  I 
know that it really is no longer a problem, but I do hate to waste space.  Plus 
typing less is a good thing for me.  I would probably not like to be some one 
else trying to read my code though.  And heck as I have mentioned, many of my 
VB6 games were converted from dos games and thus actually still have line 
numbers from BasicA and GW Basic instead of line labels like Quick Basic, VB6 
etc can use.

Every once in a while I will add a comment line in my code, but usually it is 
just a temporary place marker and I go through and delete them when I am 
finished with that bit of code.

dim pd$(5, 15) is the global variable for the players and their 14 parts of 
description for the game that I am working on now.  I'm sure that it would make 
sense to others if the variable name was more like dim PlayerDescription(5, 15) 
but I like less typing and as long as I know the code that is all that matters. 
 Well that and that it compiles, runs, and does what I want it to do.

BFN

Jim

Cool! all of the hard work has paid off, my name is a household word.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Python and Interactive Fiction

2012-02-16 Thread Jacob Kruger
Will also just bring up that, aside from formatting, commenting has always 
been a good thing, for sighted guys, VI developers, for sharing code, for 
own reviewing later on, etc. etc.


What I standardly do now, at the very least is add comments to the end of 
code blocks, like if statements, loops, class definitions, function 
definitions, etc. etc., so that at the very least, when reviewing code later 
on, I know what I'm looking at, at the end of code blocks..


Oh yes, and have always, even in sighted days used descriptive names for 
variables, data structure, etc. - you don't want to be reviewing T-SQL, and 
wonder what type of object/item Customers is, when it could be something 
like tblCustomers, qryCustomers, qryDelCustomer, qryInsertCustomers, etc. 
etc., and for variable names in code itself, things like dDate1, sString1, 
fFloat1, lList1, dcDictionary1, etc. are the types of naming conventions I 
make use of for variable names.


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, February 16, 2012 9:53 PM
Subject: Re: [Audyssey] Python and Interactive Fiction



Hi Jim,

Well, the hole issue of programming standards and formatting in
particular has to deal with a business model approach to programming.
That is if you develop software for a company you and your coworkers
can all develop software in the same way, use the same standards, and
it makes it easier for everyone on the team to read code they
themselves did not write. Plus as you said if you are fired, quit, or
need to be replaced by someone else you can because the person
replacing you will be able to read and understand the code based on
the standards that were set by the lead developers.

Formatting is primarily there for sighted computer programmers. They
can glance at the screen and see in an instance what scope a block of
code is in because global scope is not indented where inner scope is
indented according to the level of scope. For us, we can't see it, so
unless we are following along with a braille display or have something
like NVDA announce the number of indentions there is little use for us
to format the code for our own personal use. Unless of course a blind
developer is aiming for pro standards.

Which brings us to your point. You said you can go back and read code
you wrote decades ago. Of course, because you wrote it and it follows
your own programming style and standards. That's fine if you are the
only person to ever read it, but if another VB dev comes along and
tries to update your game he or she might wonder what does this
variable ab mean, and what data type is it? If it isn't properly
formatted a sighted programmer won't even know what scope it belongs
to without reading your entire program.

Obviously, that's ok for private/personal software, but doesn't work
in a business environment where everything has to be explained. If you
have to be reassigned or replaced then the next programmer to step in
and upgrade your code is going to be miserable if you used some
shorthand that is known to you and nobody else. :D

Cheers!


On 2/16/12, Jim Kitchen  wrote:

Hi Trouble,

Yeah, I was told a long time ago that the only reason they want business
standard code is so that you can be replaced.  Personally I can go back 
to
code I wrote decades ago and still know exactly what I was doing.  But I 
do
know that my code is not for others.  I mean the first computer that I 
had
you could only use two letter variable names.  I still do that all the 
time.
 Now if I wanted others to be able to understand and change my code I 
should

use descriptive variable names and line labels.  And VB6 doesn't make you
use any indenting format or anything like that.  It does though in the 
IDE
speak your line and column if you turn on say all in Jaws.  I don't 
though

as it is not needed.

BFN

 Jim

I like Visual Basic 6.0 because I can not C.



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Re: [Audyssey] Python and Interactive Fiction

2012-02-16 Thread dark

Hi Tom.

This all makes sense, but at least in structural terms, I have noticed there 
are things which can be done to make code make a bit more sense to both the 
writer and the reader, business models and standard aside.


For example, though it is not programming code, one thing I always do when 
writing html is put hard returns in the places that they would have if it 
were a standard peace of text, even though they won't actually show up.


for instance, I'll always start my new paragraphis with less than p 
greaterthan on a new line, and when I've finished I'll go down a line again.


All my line breaks are on separate lines, as is any list item I use.

there is no really logical reason for this, indeed I've seen some html that 
will just write paragraphs and such as one large block of text. I just 
personally found it easier to think about if I put in the hard returns so 
that when actually looking at the code, it looks the way I'd write it in 
text as well, and now that we've got a couple of new db editers, it's stood 
in good stead sinse they can look at it and instantly see what the 
formatting code does.


I've seen similar sorts of things done when games have editable conf files, 
there will be one or two commented out instructions telling you what does 
what and how to set stuff like the variables to what you want, just to make 
the lives of people who might want to change their game settings easier.


So, as I said, while probably there are industry standards for this and 
matters of indenting which, --- -unless using python, are more conventions 
and standards mostly intended for sighted programmers, if you want other 
people to read what you've done and fiddle with it, it still makes sense to 
try and make that as easy for them as possible.


Beware the grue!

Dark. 



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Re: [Audyssey] Python and Interactive Fiction

2012-02-16 Thread Thomas Ward
Hi Jim,

Well, the hole issue of programming standards and formatting in
particular has to deal with a business model approach to programming.
That is if you develop software for a company you and your coworkers
can all develop software in the same way, use the same standards, and
it makes it easier for everyone on the team to read code they
themselves did not write. Plus as you said if you are fired, quit, or
need to be replaced by someone else you can because the person
replacing you will be able to read and understand the code based on
the standards that were set by the lead developers.

Formatting is primarily there for sighted computer programmers. They
can glance at the screen and see in an instance what scope a block of
code is in because global scope is not indented where inner scope is
indented according to the level of scope. For us, we can't see it, so
unless we are following along with a braille display or have something
like NVDA announce the number of indentions there is little use for us
to format the code for our own personal use. Unless of course a blind
developer is aiming for pro standards.

Which brings us to your point. You said you can go back and read code
you wrote decades ago. Of course, because you wrote it and it follows
your own programming style and standards. That's fine if you are the
only person to ever read it, but if another VB dev comes along and
tries to update your game he or she might wonder what does this
variable ab mean, and what data type is it? If it isn't properly
formatted a sighted programmer won't even know what scope it belongs
to without reading your entire program.

Obviously, that's ok for private/personal software, but doesn't work
in a business environment where everything has to be explained. If you
have to be reassigned or replaced then the next programmer to step in
and upgrade your code is going to be miserable if you used some
shorthand that is known to you and nobody else. :D

Cheers!


On 2/16/12, Jim Kitchen  wrote:
> Hi Trouble,
>
> Yeah, I was told a long time ago that the only reason they want business
> standard code is so that you can be replaced.  Personally I can go back to
> code I wrote decades ago and still know exactly what I was doing.  But I do
> know that my code is not for others.  I mean the first computer that I had
> you could only use two letter variable names.  I still do that all the time.
>  Now if I wanted others to be able to understand and change my code I should
> use descriptive variable names and line labels.  And VB6 doesn't make you
> use any indenting format or anything like that.  It does though in the IDE
> speak your line and column if you turn on say all in Jaws.  I don't though
> as it is not needed.
>
> BFN
>
>  Jim
>
> I like Visual Basic 6.0 because I can not C.
>

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Re: [Audyssey] Python and Interactive Fiction

2012-02-16 Thread Jim Kitchen

Hi Trouble,

Yeah, I was told a long time ago that the only reason they want business 
standard code is so that you can be replaced.  Personally I can go back to code 
I wrote decades ago and still know exactly what I was doing.  But I do know 
that my code is not for others.  I mean the first computer that I had you could 
only use two letter variable names.  I still do that all the time.  Now if I 
wanted others to be able to understand and change my code I should use 
descriptive variable names and line labels.  And VB6 doesn't make you use any 
indenting format or anything like that.  It does though in the IDE speak your 
line and column if you turn on say all in Jaws.  I don't though as it is not 
needed.

BFN

Jim

I like Visual Basic 6.0 because I can not C.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Python and Interactive Fiction

2012-02-15 Thread Jacob Kruger
In edSharp - for example, there's a keystroke for it to tell you which 
indent level you're at, and if you turn on indent notification, it will tell 
you as you move line to line if indentation levels change.


Also, alt + home takes you to first actual textual character on a line.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: "Willem Venter" 

To: "Gamers Discussion list" 
Sent: Wednesday, February 15, 2012 11:38 PM
Subject: Re: [Audyssey] Python and Interactive Fiction


I know there are many editor that have smart autoindent which is handy
for python.
On 2/15/2012 10:04 PM, Cara Quinn wrote:
Agreed, however, in my work, I often want to work quickly and want to know 
exactly where I'm placing a statement or bit of code. If I need to go 
through fifteen or twenty or more spaces (every time I want to edit a line 
at its beginning) to make sure my cursor is right at the beginning of the 
correct line, it's really a pain, so fortunately XCode can be smart about 
indention and formatting so it's not something I need to worry about.


Not sure if this is straying too far off topic for the list… -Probably 
best for the Dev list?…


Now that this has come up, am curious if XCode will auto indent Python as 
it does with the C style languages. -Interesting…


Smiles,

Cara :)
---
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On Feb 14, 2012, at 8:01 PM, Ryan Strunk wrote:

There is nothing unfortunate whatsoever about requiring indentation. If 
you

ever want to write code that sighted people can read and interpret, it's
going to make a heck of a lot more sense to them if they can actually read
the stuff.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, February 14, 2012 9:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Python and Interactive Fiction

Hi Dave,

Yes, unfortunately, Python still requires that you use proper indention
rules when writing software. That's pretty much how it gets away without
using braces, brackets, and all the other trappings of C/C++ by defining
blocks of code based on indention and proper spacing. That said, once you
learn how to properly format your code eventually it becomes second nature
to you.

I guess in that respect I'm fortunate that I learned to format code 
properly
a long time ago, and have been doing it in Java, C++, Visual Basic, you 
name

it for what seems like forever. After a while its so automatic to me that
the fact Python absolutely requires me to indent this statement one or two
tabs is nothing new.

I think when it comes to Python programming NVDA has the upperhand because
when you have it enabled NVDA will announce your tabbed indention as you
write your code. It lets you hear how many times this or that line has 
been
indented with the tab key so you can determine if you have indented it 
faar

enough or not. Then, if you have access to a braille display that is even
better because you can follow the formatting in braille. I don't have a
braille display myself, but I've heard people who prefer programming with
one for that very reason.

Of course, Python is by no means the only option available here. Its 
merely
the one I liked best. Perl is equally up to writing text adventures too, 
and

it has a C style syntax for those people looking for a more C/C++ look and
feel to the language. If indenting is an issue something like Perl might 
be

a better substitute. Although, I haven't used Perl in so long I'm not even
sure what game specific APIs and libraries are out there for Perl these
days. :D

Anyway, bottom line, there are quite a lot of scripting languages 
available
Python, Perl, Ruby, Jython, TCL, etc. I'm sure if one isn't sutible there 
is

probably another one that will suit. Its just that Python has pretty much
become the adopted scripting language of choice among open source
developers, and there is quite a bit of interest in creating games in 
Python

these days.

Since PyGame came out, which is a Python wrapper for SDL, there have been 
a

number of free games for Linux produced in Python and PyGame.
Python has in its own way become the Visual Basic of the open source world
in large part because it was designed from the ground up to target new
programmers with little to no experience. Plus SDL has always had a very
simple design, that's why it is called Simple Direct Media Layer, and 
PyGame

actually makes it even simpler.

Its for reasons like that I've been turning more and more to Python for 
any
kind of open source development I do. My game Star Trek: Final Conflict 
was
initially written in C++, then was rewritten in C# .NET, and the new 
version
has been written in

Re: [Audyssey] Python and Interactive Fiction

2012-02-15 Thread Thomas Ward
Hi Ryan,

Yeah, I know. I was taught to format my source code along with my
fellow programming students back in my college days, but the point of
all that formatting is so someone sighted can read it. Which is why I
said it was unfortunate. It comes down to an issue of intent and who
the code is written for in the first place.

Yes, were I writing something professional for a business, company, or
a group of sighted programmers like myself I would certainly format
everything so people can read it. However, if I'm punching out a quick
and dirty script for myself, something I never intend to redistribute,
then what's the sense in formatting it when I can not see it?

Either way it doesn't really bother me much. I've been formatting code
in various languages for a long time so the fact I have to properly
format my code in Python isn't a big deal.I certainly don't have a
problem doing it. Its just the issue it is not optional in Python
where other languages aren't this anal about formatting. So let's not
make a big deal out of an offhand comment.

Cheers!


On 2/14/12, Ryan Strunk  wrote:
> There is nothing unfortunate whatsoever about requiring indentation. If you
> ever want to write code that sighted people can read and interpret, it's
> going to make a heck of a lot more sense to them if they can actually read
> the stuff.
>

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Re: [Audyssey] Python and Interactive Fiction

2012-02-15 Thread Thomas Ward
Hi Cara,

Well, I don't know about XCode, since I don't use it, but there are
plenty of free editors around that have automatic indention features.
You might want to check the Mac apps and see if there is a Python
editor around that does automatic indention.

On 2/15/12, Cara Quinn  wrote:
> Agreed, however, in my work, I often want to work quickly and want to know
> exactly where I'm placing a statement or bit of code. If I need to go
> through fifteen or twenty or more spaces (every time I want to edit a line
> at its beginning) to make sure my cursor is right at the beginning of the
> correct line, it's really a pain, so fortunately XCode can be smart about
> indention and formatting so it's not something I need to worry about.
>
> Not sure if this is straying too far off topic for the list… -Probably best
> for the Dev list?…
>
> Now that this has come up, am curious if XCode will auto indent Python as it
> does with the C style languages. -Interesting…
>
> Smiles,
>
> Cara :)
> ---

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Re: [Audyssey] Python and Interactive Fiction

2012-02-15 Thread Thomas Ward
Hi Dark,

Yeah, its quite doable. A lot of screen readers have the option to
announce the formatting of a document and speak the number of tabs
proceeding a line of text. Its just that it is usually disable by
default, and has to be turned on in the screen reader to use it. Once
you turn it on writing Python code and properly formatting it is not a
big deal.

Cheers!


On 2/14/12, dark  wrote:
> Hi tom.
>
> hal will read number of tabs at the start of lines too, though i will
> confess it's a feature I've never bothered to use, and the way I have the
> verbosity of Hal setup to read what I've written tabs are not read by
> default unless I specifically use the read line key, though this could be
> easily changed.
>
> Jason alan once said something about writing entombed Ii in python, and
> including editer functions so that people could add stuff to the game, but
> was concerned about screen readers and reading tabs for this reason, but a
> couple of experiments showed it was quite possible even if you had to monkey
> with settings a little.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] Python and Interactive Fiction

2012-02-15 Thread Willem Venter
I know there are many editor that have smart autoindent which is handy 
for python.

On 2/15/2012 10:04 PM, Cara Quinn wrote:

Agreed, however, in my work, I often want to work quickly and want to know 
exactly where I'm placing a statement or bit of code. If I need to go through 
fifteen or twenty or more spaces (every time I want to edit a line at its 
beginning) to make sure my cursor is right at the beginning of the correct 
line, it's really a pain, so fortunately XCode can be smart about indention and 
formatting so it's not something I need to worry about.

Not sure if this is straying too far off topic for the list… -Probably best for 
the Dev list?…

Now that this has come up, am curious if XCode will auto indent Python as it 
does with the C style languages. -Interesting…

Smiles,

Cara :)
---
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http://www.onemodelplace.com/CaraQuinn

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On Feb 14, 2012, at 8:01 PM, Ryan Strunk wrote:

There is nothing unfortunate whatsoever about requiring indentation. If you
ever want to write code that sighted people can read and interpret, it's
going to make a heck of a lot more sense to them if they can actually read
the stuff.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, February 14, 2012 9:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Python and Interactive Fiction

Hi Dave,

Yes, unfortunately, Python still requires that you use proper indention
rules when writing software. That's pretty much how it gets away without
using braces, brackets, and all the other trappings of C/C++ by defining
blocks of code based on indention and proper spacing. That said, once you
learn how to properly format your code eventually it becomes second nature
to you.

I guess in that respect I'm fortunate that I learned to format code properly
a long time ago, and have been doing it in Java, C++, Visual Basic, you name
it for what seems like forever. After a while its so automatic to me that
the fact Python absolutely requires me to indent this statement one or two
tabs is nothing new.

I think when it comes to Python programming NVDA has the upperhand because
when you have it enabled NVDA will announce your tabbed indention as you
write your code. It lets you hear how many times this or that line has been
indented with the tab key so you can determine if you have indented it faar
enough or not. Then, if you have access to a braille display that is even
better because you can follow the formatting in braille. I don't have a
braille display myself, but I've heard people who prefer programming with
one for that very reason.

Of course, Python is by no means the only option available here. Its merely
the one I liked best. Perl is equally up to writing text adventures too, and
it has a C style syntax for those people looking for a more C/C++ look and
feel to the language. If indenting is an issue something like Perl might be
a better substitute. Although, I haven't used Perl in so long I'm not even
sure what game specific APIs and libraries are out there for Perl these
days. :D

Anyway, bottom line, there are quite a lot of scripting languages available
Python, Perl, Ruby, Jython, TCL, etc. I'm sure if one isn't sutible there is
probably another one that will suit. Its just that Python has pretty much
become the adopted scripting language of choice among open source
developers, and there is quite a bit of interest in creating games in Python
these days.

Since PyGame came out, which is a Python wrapper for SDL, there have been a
number of free games for Linux produced in Python and PyGame.
Python has in its own way become the Visual Basic of the open source world
in large part because it was designed from the ground up to target new
programmers with little to no experience. Plus SDL has always had a very
simple design, that's why it is called Simple Direct Media Layer, and PyGame
actually makes it even simpler.

Its for reasons like that I've been turning more and more to Python for any
kind of open source development I do. My game Star Trek: Final Conflict was
initially written in C++, then was rewritten in C# .NET, and the new version
has been written in Python. In part because I want it to run on Linux, but I
must confess the fact it is simpler than either to use and speeds up
development time its preferable to the commercial programming languages.

Cheers!


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Re: [Audyssey] Python and Interactive Fiction

2012-02-15 Thread Cara Quinn
Agreed, however, in my work, I often want to work quickly and want to know 
exactly where I'm placing a statement or bit of code. If I need to go through 
fifteen or twenty or more spaces (every time I want to edit a line at its 
beginning) to make sure my cursor is right at the beginning of the correct 
line, it's really a pain, so fortunately XCode can be smart about indention and 
formatting so it's not something I need to worry about.

Not sure if this is straying too far off topic for the list… -Probably best for 
the Dev list?…

Now that this has come up, am curious if XCode will auto indent Python as it 
does with the C style languages. -Interesting…

Smiles,

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Feb 14, 2012, at 8:01 PM, Ryan Strunk wrote:

There is nothing unfortunate whatsoever about requiring indentation. If you
ever want to write code that sighted people can read and interpret, it's
going to make a heck of a lot more sense to them if they can actually read
the stuff. 


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, February 14, 2012 9:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Python and Interactive Fiction

Hi Dave,

Yes, unfortunately, Python still requires that you use proper indention
rules when writing software. That's pretty much how it gets away without
using braces, brackets, and all the other trappings of C/C++ by defining
blocks of code based on indention and proper spacing. That said, once you
learn how to properly format your code eventually it becomes second nature
to you.

I guess in that respect I'm fortunate that I learned to format code properly
a long time ago, and have been doing it in Java, C++, Visual Basic, you name
it for what seems like forever. After a while its so automatic to me that
the fact Python absolutely requires me to indent this statement one or two
tabs is nothing new.

I think when it comes to Python programming NVDA has the upperhand because
when you have it enabled NVDA will announce your tabbed indention as you
write your code. It lets you hear how many times this or that line has been
indented with the tab key so you can determine if you have indented it faar
enough or not. Then, if you have access to a braille display that is even
better because you can follow the formatting in braille. I don't have a
braille display myself, but I've heard people who prefer programming with
one for that very reason.

Of course, Python is by no means the only option available here. Its merely
the one I liked best. Perl is equally up to writing text adventures too, and
it has a C style syntax for those people looking for a more C/C++ look and
feel to the language. If indenting is an issue something like Perl might be
a better substitute. Although, I haven't used Perl in so long I'm not even
sure what game specific APIs and libraries are out there for Perl these
days. :D

Anyway, bottom line, there are quite a lot of scripting languages available
Python, Perl, Ruby, Jython, TCL, etc. I'm sure if one isn't sutible there is
probably another one that will suit. Its just that Python has pretty much
become the adopted scripting language of choice among open source
developers, and there is quite a bit of interest in creating games in Python
these days.

Since PyGame came out, which is a Python wrapper for SDL, there have been a
number of free games for Linux produced in Python and PyGame.
Python has in its own way become the Visual Basic of the open source world
in large part because it was designed from the ground up to target new
programmers with little to no experience. Plus SDL has always had a very
simple design, that's why it is called Simple Direct Media Layer, and PyGame
actually makes it even simpler.

Its for reasons like that I've been turning more and more to Python for any
kind of open source development I do. My game Star Trek: Final Conflict was
initially written in C++, then was rewritten in C# .NET, and the new version
has been written in Python. In part because I want it to run on Linux, but I
must confess the fact it is simpler than either to use and speeds up
development time its preferable to the commercial programming languages.

Cheers!


---
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Re: [Audyssey] Python and Interactive Fiction

2012-02-15 Thread Trouble
Guess you don't look at code sites, because half of it is not 
formatted at all. Python is strict when it comes to formatting, one 
tab or space out of place and code won't run.
A lot of languages are forgiving as long as you have the syntax 
right. that is also where you have the most garbage code, because no 
one cares about how it looks except company work.
The joke in the programing world is If your the only one that can 
read it. Then you still got a job. The more that can read it then its 
a school lesson.



At 11:01 PM 2/14/2012, you wrote:

There is nothing unfortunate whatsoever about requiring indentation. If you
ever want to write code that sighted people can read and interpret, it's
going to make a heck of a lot more sense to them if they can actually read
the stuff.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, February 14, 2012 9:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Python and Interactive Fiction

Hi Dave,

Yes, unfortunately, Python still requires that you use proper indention
rules when writing software. That's pretty much how it gets away without
using braces, brackets, and all the other trappings of C/C++ by defining
blocks of code based on indention and proper spacing. That said, once you
learn how to properly format your code eventually it becomes second nature
to you.

I guess in that respect I'm fortunate that I learned to format code properly
a long time ago, and have been doing it in Java, C++, Visual Basic, you name
it for what seems like forever. After a while its so automatic to me that
the fact Python absolutely requires me to indent this statement one or two
tabs is nothing new.

I think when it comes to Python programming NVDA has the upperhand because
when you have it enabled NVDA will announce your tabbed indention as you
write your code. It lets you hear how many times this or that line has been
indented with the tab key so you can determine if you have indented it faar
enough or not. Then, if you have access to a braille display that is even
better because you can follow the formatting in braille. I don't have a
braille display myself, but I've heard people who prefer programming with
one for that very reason.

Of course, Python is by no means the only option available here. Its merely
the one I liked best. Perl is equally up to writing text adventures too, and
it has a C style syntax for those people looking for a more C/C++ look and
feel to the language. If indenting is an issue something like Perl might be
a better substitute. Although, I haven't used Perl in so long I'm not even
sure what game specific APIs and libraries are out there for Perl these
days. :D

Anyway, bottom line, there are quite a lot of scripting languages available
Python, Perl, Ruby, Jython, TCL, etc. I'm sure if one isn't sutible there is
probably another one that will suit. Its just that Python has pretty much
become the adopted scripting language of choice among open source
developers, and there is quite a bit of interest in creating games in Python
these days.

Since PyGame came out, which is a Python wrapper for SDL, there have been a
number of free games for Linux produced in Python and PyGame.
Python has in its own way become the Visual Basic of the open source world
in large part because it was designed from the ground up to target new
programmers with little to no experience. Plus SDL has always had a very
simple design, that's why it is called Simple Direct Media Layer, and PyGame
actually makes it even simpler.

Its for reasons like that I've been turning more and more to Python for any
kind of open source development I do. My game Star Trek: Final Conflict was
initially written in C++, then was rewritten in C# .NET, and the new version
has been written in Python. In part because I want it to run on Linux, but I
must confess the fact it is simpler than either to use and speeds up
development time its preferable to the commercial programming languages.

Cheers!


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If you ha

Re: [Audyssey] Python and Interactive Fiction

2012-02-14 Thread Willem Venter
I agree with Ryan here. Good formatting of code is like good spelling. 
Even if it sounds right it isn't necessarily right. It may also make 
your code harder to read from a screen.


You can try notepad++. It supports indentation reporting.
On 2/15/2012 6:01 AM, Ryan Strunk wrote:

There is nothing unfortunate whatsoever about requiring indentation. If you
ever want to write code that sighted people can read and interpret, it's
going to make a heck of a lot more sense to them if they can actually read
the stuff.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, February 14, 2012 9:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Python and Interactive Fiction

Hi Dave,

Yes, unfortunately, Python still requires that you use proper indention
rules when writing software. That's pretty much how it gets away without
using braces, brackets, and all the other trappings of C/C++ by defining
blocks of code based on indention and proper spacing. That said, once you
learn how to properly format your code eventually it becomes second nature
to you.

I guess in that respect I'm fortunate that I learned to format code properly
a long time ago, and have been doing it in Java, C++, Visual Basic, you name
it for what seems like forever. After a while its so automatic to me that
the fact Python absolutely requires me to indent this statement one or two
tabs is nothing new.

I think when it comes to Python programming NVDA has the upperhand because
when you have it enabled NVDA will announce your tabbed indention as you
write your code. It lets you hear how many times this or that line has been
indented with the tab key so you can determine if you have indented it faar
enough or not. Then, if you have access to a braille display that is even
better because you can follow the formatting in braille. I don't have a
braille display myself, but I've heard people who prefer programming with
one for that very reason.

Of course, Python is by no means the only option available here. Its merely
the one I liked best. Perl is equally up to writing text adventures too, and
it has a C style syntax for those people looking for a more C/C++ look and
feel to the language. If indenting is an issue something like Perl might be
a better substitute. Although, I haven't used Perl in so long I'm not even
sure what game specific APIs and libraries are out there for Perl these
days. :D

Anyway, bottom line, there are quite a lot of scripting languages available
Python, Perl, Ruby, Jython, TCL, etc. I'm sure if one isn't sutible there is
probably another one that will suit. Its just that Python has pretty much
become the adopted scripting language of choice among open source
developers, and there is quite a bit of interest in creating games in Python
these days.

Since PyGame came out, which is a Python wrapper for SDL, there have been a
number of free games for Linux produced in Python and PyGame.
Python has in its own way become the Visual Basic of the open source world
in large part because it was designed from the ground up to target new
programmers with little to no experience. Plus SDL has always had a very
simple design, that's why it is called Simple Direct Media Layer, and PyGame
actually makes it even simpler.

Its for reasons like that I've been turning more and more to Python for any
kind of open source development I do. My game Star Trek: Final Conflict was
initially written in C++, then was rewritten in C# .NET, and the new version
has been written in Python. In part because I want it to run on Linux, but I
must confess the fact it is simpler than either to use and speeds up
development time its preferable to the commercial programming languages.

Cheers!


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Re: [Audyssey] Python and Interactive Fiction

2012-02-14 Thread Ryan Strunk
There is nothing unfortunate whatsoever about requiring indentation. If you
ever want to write code that sighted people can read and interpret, it's
going to make a heck of a lot more sense to them if they can actually read
the stuff. 


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, February 14, 2012 9:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Python and Interactive Fiction

Hi Dave,

Yes, unfortunately, Python still requires that you use proper indention
rules when writing software. That's pretty much how it gets away without
using braces, brackets, and all the other trappings of C/C++ by defining
blocks of code based on indention and proper spacing. That said, once you
learn how to properly format your code eventually it becomes second nature
to you.

I guess in that respect I'm fortunate that I learned to format code properly
a long time ago, and have been doing it in Java, C++, Visual Basic, you name
it for what seems like forever. After a while its so automatic to me that
the fact Python absolutely requires me to indent this statement one or two
tabs is nothing new.

I think when it comes to Python programming NVDA has the upperhand because
when you have it enabled NVDA will announce your tabbed indention as you
write your code. It lets you hear how many times this or that line has been
indented with the tab key so you can determine if you have indented it faar
enough or not. Then, if you have access to a braille display that is even
better because you can follow the formatting in braille. I don't have a
braille display myself, but I've heard people who prefer programming with
one for that very reason.

Of course, Python is by no means the only option available here. Its merely
the one I liked best. Perl is equally up to writing text adventures too, and
it has a C style syntax for those people looking for a more C/C++ look and
feel to the language. If indenting is an issue something like Perl might be
a better substitute. Although, I haven't used Perl in so long I'm not even
sure what game specific APIs and libraries are out there for Perl these
days. :D

Anyway, bottom line, there are quite a lot of scripting languages available
Python, Perl, Ruby, Jython, TCL, etc. I'm sure if one isn't sutible there is
probably another one that will suit. Its just that Python has pretty much
become the adopted scripting language of choice among open source
developers, and there is quite a bit of interest in creating games in Python
these days.

Since PyGame came out, which is a Python wrapper for SDL, there have been a
number of free games for Linux produced in Python and PyGame.
Python has in its own way become the Visual Basic of the open source world
in large part because it was designed from the ground up to target new
programmers with little to no experience. Plus SDL has always had a very
simple design, that's why it is called Simple Direct Media Layer, and PyGame
actually makes it even simpler.

Its for reasons like that I've been turning more and more to Python for any
kind of open source development I do. My game Star Trek: Final Conflict was
initially written in C++, then was rewritten in C# .NET, and the new version
has been written in Python. In part because I want it to run on Linux, but I
must confess the fact it is simpler than either to use and speeds up
development time its preferable to the commercial programming languages.

Cheers!


---
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Re: [Audyssey] Python and Interactive Fiction

2012-02-14 Thread dark

Hi tom.

hal will read number of tabs at the start of lines too, though i will 
confess it's a feature I've never bothered to use, and the way I have the 
verbosity of Hal setup to read what I've written tabs are not read by 
default unless I specifically use the read line key, though this could be 
easily changed.


Jason alan once said something about writing entombed Ii in python, and 
including editer functions so that people could add stuff to the game, but 
was concerned about screen readers and reading tabs for this reason, but a 
couple of experiments showed it was quite possible even if you had to monkey 
with settings a little.


Beware the grue!

Dark. 



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Re: [Audyssey] Python and Interactive Fiction

2012-02-14 Thread Thomas Ward
Hi Dave,

Yes, unfortunately, Python still requires that you use proper
indention rules when writing software. That's pretty much how it gets
away without using braces, brackets, and all the other trappings of
C/C++ by defining blocks of code based on indention and proper
spacing. That said, once you learn how to properly format your code
eventually it becomes second nature to you.

I guess in that respect I'm fortunate that I learned to format code
properly a long time ago, and have been doing it in Java, C++, Visual
Basic, you name it for what seems like forever. After a while its so
automatic to me that the fact Python absolutely requires me to indent
this statement one or two tabs is nothing new.

I think when it comes to Python programming NVDA has the upperhand
because when you have it enabled NVDA will announce your tabbed
indention as you write your code. It lets you hear how many times this
or that line has been indented with the tab key so you can determine
if you have indented it faar enough or not. Then, if you have access
to a braille display that is even better because you can follow the
formatting in braille. I don't have a braille display myself, but I've
heard people who prefer programming with one for that very reason.

Of course, Python is by no means the only option available here. Its
merely the one I liked best. Perl is equally up to writing text
adventures too, and it has a C style syntax for those people looking
for a more C/C++ look and feel to the language. If indenting is an
issue something like Perl might be a better substitute. Although, I
haven't used Perl in so long I'm not even sure what game specific APIs
and libraries are out there for Perl these days. :D

Anyway, bottom line, there are quite a lot of scripting languages
available Python, Perl, Ruby, Jython, TCL, etc. I'm sure if one isn't
sutible there is probably another one that will suit. Its just that
Python has pretty much become the adopted scripting language of choice
among open source developers, and there is quite a bit of interest in
creating games in Python these days.

Since PyGame came out, which is a Python wrapper for SDL, there have
been a number of free games for Linux produced in Python and PyGame.
Python has in its own way become the Visual Basic of the open source
world in large part because it was designed from the ground up to
target new programmers with little to no experience. Plus SDL has
always had a very simple design, that's why it is called Simple Direct
Media Layer, and PyGame actually makes it even simpler.

Its for reasons like that I've been turning more and more to Python
for any kind of open source development I do. My game Star Trek: Final
Conflict was initially written in C++, then was rewritten in C# .NET,
and the new version has been written in Python. In part because I want
it to run on Linux, but I must confess the fact it is simpler than
either to use and speeds up development time its preferable to the
commercial programming languages.

Cheers!

On 2/14/12, David Mehler  wrote:
> Hi,
>
> Not sure if this question is straying, but here goes, python the thing
> I didn't like about it is keeping all the tabs straight? I'm not sure
> if that's still relevant, but it was an impediment to me when I tried
> it.
>
> Dave
>

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Re: [Audyssey] Python and Interactive Fiction

2012-02-14 Thread David Mehler
Hi,

Not sure if this question is straying, but here goes, python the thing
I didn't like about it is keeping all the tabs straight? I'm not sure
if that's still relevant, but it was an impediment to me when I tried
it.

Dave

On 2/14/12, Thomas Ward  wrote:
> Python and Interactive Fiction Games
>
> by Thomas Ward
>
> Feb. 14, 2012
>
> For about a year I have been searching for the best language to
> develop classic interactive text adventures like Zork, Arthur, Hitch
> Hikers to the Galaxy, and various other famous games that have been
> developed by interactive fiction companies and authors over the years.
> When it comes to writing interactive fiction there is a large variety
> of tools, languages, and interpreters available for an author to work
> with. We have specific text adventure authoring systems such as
> Adrift, Inform 7, and Tads as well as all the  other traditional
> programming languages like C or C++ to choose from. The only problem
> was I couldn't find a language that had the right balance of ease of
> use but the ability to build extremely complex worlds and handle a lot
> of stats. So while there were many options I felt there was no middle
> ground which I'll explain in more detail below. However, Python seems
> to fit all of my requirements because its easy to use, is
> cross-platform, and is able to build extremely complex worlds and
> handle a lot of stat checks and so on. None of the other choices
> seemed to fit all of the requirements I was looking for.
>
> For example, I started my quest with the Adrift 4.0 Generator and
> Runner. To be fair it is a nice adventure system, and getting up and
> running with a basic text adventure is fairly straight forward and
> easy. The Generator allows the developer to bring up a simple dialog
> box and then he or she can enter the required information into various
> edit fields as well as check and uncheck attributes using standard
> checkboxes. This makes creating adventures very easy as there is no
> programming involved and it is a tool clearly designed for the layman.
> Unfortunately, its this simplicity and ease of use that I also found
> problematic and undesirable for my own work.
>
> Having used full blown programming languages for roughly a decade I
> found that Adrift didn't give me nearly the flexibility and control
> over the game that I wanted. I couldn't integrate a d20 stats system,
> nor could I write custom AI for various enemies in the game. It was
> simply too generic for what I had in mind for my text adventures.
>
> Another problem I found with Adrift is while the Generator and Runner
> are designed for the Windows operating system environment it wasn't
> fully supported on non-Windows platforms. The Scare interpreter is a
> cross-platform Adrift Runner for Mac, Linux, and Windows, but lacked
> many features available in the Windows Adrift Runner such as a fully
> operational combat system. As a result only some Adrift adventures
> were fully compatible with Scare, and there was no Linux or Mac Adrift
> creation tools that I could find. It made Adrift adventures less than
> fully cross-platform compatible which was another of my requirements.
>
> To compound the issue Adrift Generator is not freeware. As a result I
> would be paying for software that didn't really fit all of my personal
> requirements where other text adventure systems are open source or
> freeware. So it wasn't a good financial investment for me.
>
> So I turned to Inform 7 which has a huge base of supporters and
> developers, and seemed like a good alternative to Adrift. I have to
> say my experience with Inform was also mixed. It definitely was more
> cross-platform because the Inform development tools are available for
> Windows, Linux, and Mac and the free Frotz interpreter is available
> for just about any platform I could name. Plus interpreters like
> Winfrotz TTS is an added bonus because all of the text messages are
> automatically read aloud by Sapi compatible voices on Windows.
> However, in the end Inform wasn't so golden either.
>
> Although, Inform is a programming language I found it is too abstract.
> In attempting to make the language for non-programmers to understand I
> found  it too verbose, and over simplistic in cases. To create a
> vampire you might type
> The vampire is a Man
> which creates a vampire object using the Man class in the body of your
> script. The problem here is that Inform only has about 16 default
> classes to choose from, and I'd prefer to do something like
> Man vampire
> which is the traditional way programmers declare new objects in code.
> In short, while I found Inform much better supported, better designed
> than something like Adrift, I simply did not like the language itself.
>
> Over the next few months I spent time looking at Tads, Hugo, etc. One
> by one I tried them, didn't like them for one reason or another, and
> then chose not to use them. After a while I was convinced if I wanted
> something mor

[Audyssey] Python and Interactive Fiction

2012-02-14 Thread Thomas Ward
Python and Interactive Fiction Games

by Thomas Ward

Feb. 14, 2012

For about a year I have been searching for the best language to
develop classic interactive text adventures like Zork, Arthur, Hitch
Hikers to the Galaxy, and various other famous games that have been
developed by interactive fiction companies and authors over the years.
When it comes to writing interactive fiction there is a large variety
of tools, languages, and interpreters available for an author to work
with. We have specific text adventure authoring systems such as
Adrift, Inform 7, and Tads as well as all the  other traditional
programming languages like C or C++ to choose from. The only problem
was I couldn't find a language that had the right balance of ease of
use but the ability to build extremely complex worlds and handle a lot
of stats. So while there were many options I felt there was no middle
ground which I'll explain in more detail below. However, Python seems
to fit all of my requirements because its easy to use, is
cross-platform, and is able to build extremely complex worlds and
handle a lot of stat checks and so on. None of the other choices
seemed to fit all of the requirements I was looking for.

For example, I started my quest with the Adrift 4.0 Generator and
Runner. To be fair it is a nice adventure system, and getting up and
running with a basic text adventure is fairly straight forward and
easy. The Generator allows the developer to bring up a simple dialog
box and then he or she can enter the required information into various
edit fields as well as check and uncheck attributes using standard
checkboxes. This makes creating adventures very easy as there is no
programming involved and it is a tool clearly designed for the layman.
Unfortunately, its this simplicity and ease of use that I also found
problematic and undesirable for my own work.

Having used full blown programming languages for roughly a decade I
found that Adrift didn't give me nearly the flexibility and control
over the game that I wanted. I couldn't integrate a d20 stats system,
nor could I write custom AI for various enemies in the game. It was
simply too generic for what I had in mind for my text adventures.

Another problem I found with Adrift is while the Generator and Runner
are designed for the Windows operating system environment it wasn't
fully supported on non-Windows platforms. The Scare interpreter is a
cross-platform Adrift Runner for Mac, Linux, and Windows, but lacked
many features available in the Windows Adrift Runner such as a fully
operational combat system. As a result only some Adrift adventures
were fully compatible with Scare, and there was no Linux or Mac Adrift
creation tools that I could find. It made Adrift adventures less than
fully cross-platform compatible which was another of my requirements.

To compound the issue Adrift Generator is not freeware. As a result I
would be paying for software that didn't really fit all of my personal
requirements where other text adventure systems are open source or
freeware. So it wasn't a good financial investment for me.

So I turned to Inform 7 which has a huge base of supporters and
developers, and seemed like a good alternative to Adrift. I have to
say my experience with Inform was also mixed. It definitely was more
cross-platform because the Inform development tools are available for
Windows, Linux, and Mac and the free Frotz interpreter is available
for just about any platform I could name. Plus interpreters like
Winfrotz TTS is an added bonus because all of the text messages are
automatically read aloud by Sapi compatible voices on Windows.
However, in the end Inform wasn't so golden either.

Although, Inform is a programming language I found it is too abstract.
In attempting to make the language for non-programmers to understand I
found  it too verbose, and over simplistic in cases. To create a
vampire you might type
The vampire is a Man
which creates a vampire object using the Man class in the body of your
script. The problem here is that Inform only has about 16 default
classes to choose from, and I'd prefer to do something like
Man vampire
which is the traditional way programmers declare new objects in code.
In short, while I found Inform much better supported, better designed
than something like Adrift, I simply did not like the language itself.

Over the next few months I spent time looking at Tads, Hugo, etc. One
by one I tried them, didn't like them for one reason or another, and
then chose not to use them. After a while I was convinced if I wanted
something more advanced I was going to have to basically write it
myself in C or C++ which wouldn't be ideal given the time and
complexity involved in writing my custom adventure system from
scratch. However, before I got that far I decided what I really needed
was a scripting language which falls somewhere between a full blown
programming language and the text adventure languages.

Scripting languages such as TCL, Perl, Pyt