[REBOL] Re: reb sites - Zork! thoughts - viol

2001-01-11 Thread Ryan Cole
> > >Anyway, is there enough interest in this REBOL worlds idea to start a > >collaborative effort to try and get it working? If so, a seperate > >mailing list for it (on eGroups?) seems the way to start. I'd be > >willing to be a part of it. Any others? > > Count me in. I am strangely fas

[REBOL] Re: reb sites - Zork! thoughts - viol

2001-01-11 Thread <[EMAIL PROTECTED]>
Well, since I started the thread, yeah, I'd be interested. It would be cool to have a big brainstorming session first, and then set down the goals (to the minutest detail) and post them on a web page. Then put a timeline on the goals and give out assignments. >Anyway, is there enough interest

[REBOL] Re: reb sites - Zork! thoughts - viol

2001-01-10 Thread Carl Read
On 11-Jan-01, Anton wrote: >> apply PSI-Force to a stick, it may just become tinder. Bang that >> with your flint, and whalla... Fire. > Just a small point :) > "whalla" ? > The word you want is French, "voila", pronounced "vwalla" in > English. It means "there". This is REBOL, and words mean

[REBOL] Re: reb sites - Zork! thoughts - viol

2001-01-10 Thread Anton
> apply PSI-Force to a stick, it may just become tinder. Bang that > with your > flint, and whalla... Fire. Just a small point :) "whalla" ? The word you want is French, "voila", pronounced "vwalla" in English. It means "there". Regards, Anton. -- To unsubscribe from this list, please send a

[REBOL] Re: reb sites - Zork! thoughts

2001-01-10 Thread Ryan Cole
"" wrote: > I'm thinking of a world where the laws of physics adhere more to a cartoon, > looney tune-like set of standards. Otherwise, the game engine becomes too > bogged-down. Keep it fun, not realistic. > I think simple is better too. Based on my ealiest observations, looney tunes have a se

[REBOL] Re: reb sites - Zork! thoughts

2001-01-09 Thread Carl Read
On 10-Jan-01, Andrew Martin wrote: >> You also need to consider that non-programmers would want to create >> rooms, > which would mean a room-designer program for them so they don't have > to play with the XML. > Make sure that the room designer code understands plain text or > Rebol code. It'd

[REBOL] Re: reb sites - Zork! thoughts

2001-01-09 Thread Andrew Martin
> You also need to consider that non-programmers would want to create rooms, which would mean a room-designer program for them so they don't have to play with the XML. Make sure that the room designer code understands plain text or Rebol code. Andrew Martin Plain text Rebol... ICQ: 26227169 http

[REBOL] Re: reb sites - Zork! thoughts

2001-01-09 Thread Carl Read
On 06-Jan-01, <[EMAIL PROTECTED]> wrote: > I'm thinking of a world where the laws of physics adhere more to a > cartoon, looney tune-like set of standards. Otherwise, the game > engine becomes too bogged-down. Keep it fun, not realistic. I agree - at least until REBOL has 3D support. (: You als

[REBOL] Re: reb sites - Zork! thoughts

2001-01-09 Thread Carl Read
On 06-Jan-01, <[EMAIL PROTECTED]> wrote: >> Apart from being a tourist in this world, what other possible goals >> would visitors to it have? > In the Zork! world, every "room" had a riddle to solve. Yeah, that's an idea. But as long as the rules to the world are rich enough, leaving what you

[REBOL] Re: reb sites - Zork! thoughts

2001-01-08 Thread <[EMAIL PROTECTED]>
I'm thinking of a world where the laws of physics adhere more to a cartoon, looney tune-like set of standards. Otherwise, the game engine becomes too bogged-down. Keep it fun, not realistic. >Game physics would be interesting. How many whacks does it take to chop down >a tree? What if your t

[REBOL] Re: reb sites - Zork! thoughts

2001-01-08 Thread <[EMAIL PROTECTED]>
>Apart from being a tourist in this world, what other possible goals >would visitors to it have? In the Zork! world, every "room" had a riddle to solve. >Hmmm. To handle "objects" and the like that could be picked up and >moved around, a central server would probably be needed... This could be

[REBOL] Re: reb sites - Zork! thoughts

2001-01-05 Thread Ryan Cole
And make it game "browser" independent, so that Ryans Zork browser could browse the same world as my 3d sound enhanced game "browser". Much of the enhanced stuff would have to come from the client end. Minus the audio/visual effects, most of your 3d games of today are'nt much different than the

[REBOL] Re: reb sites - Zork! thoughts

2001-01-05 Thread Carl Read
On 06-Jan-01, Ryan C. Christiansen wrote: > One thought comes to mind: creating a massively distributed, > Internet-based role-playing game the likes of Zork! where the world > is created by anyone and everyone. Lovely idea. > Persons help to create their > little pieces of the world by uploadi

[REBOL] Re: reb sites - Zork! thoughts

2001-01-05 Thread Carl Read
On 06-Jan-01, [EMAIL PROTECTED] wrote: > I think the hard part of making it so distributed would be keeping > the game continuity. Two different people may design adjacent rooms, > one being a very futuristic space capsule while the other is some > bizarre, surreal room with chairs on the walls a

[REBOL] Re: reb sites - Zork! thoughts

2001-01-05 Thread Ryan C. Christiansen
Not necessarily. One of the criteria built-in to the Reb-based "room editor" would be to choose the "type" of room you are creating. Of course, even that would be on the honor system. > I think the hard part of making it so distributed would be keeping the > game continuity. Two different peop

[REBOL] Re: reb sites - Zork! thoughts

2001-01-05 Thread sterling
That's a cool idea. You would need to build the language parser and basic game engine. With 'parse, the language interpreter could be built pretty fast and easily extended. I think the hard part of making it so distributed would be keeping the game continuity. Two different people may design ad