Did you have an office in Longwood FL, near Sabal Point in the 80s? If so, I fondly remember dumpster diving into your trash dumpster w other neighborhood kids in search of games or whatever.
Hi! Yes I did! It was one of 3 in the greater orlando area. AI Computer Center. I have since heard from other new friends that were also kids back then dumpster diving at the store. Apparently a lof treasures found new homes in the local area. Very neat! Did you know a Brian, Jonathan, Rob or Kevin perhaps?
The Further Text Adventures of Scott Adams
131–140 of 196 posts
Re: The Further Text Adventures of Scott Adams
#132Game design question: Text adventures as a category always struck me as kind of lonely. They often take place in environments where all the people have been removed, like miniature apocalypses. It seems technically fairly obvious why this happens: other people are too hard to model. People have goals and expectations and so someone traipsing around trying random things is not generally acceptable, and creating charac…
2) That's harder to answer. I have done a lot of things that may not have panned out commericially but I enjoyed the technical challenge and was happy with the results. I never see failure, just an oppurtunity to improve something :)
3) I am sure it could be, just not an area I have been spending much time addressing!
4) Depends on the game of course. So many of my games are more puzzle based so having an strong NPC isn't really needed there. But I did have fun with both the Pirate and the Chimpanzee in Adventureland XL !
5) AI dungeon is an interesting idea. Each iteration gets more and more promising. But still has a ways to go yet.
Re: The Further Text Adventures of Scott Adams
#133I actually figured out the format for Scott Adams adventures and created a Scott Adams port of the “Cloak of Darkness” mini adventure, as well as my own small adventure game, Desert adventure, which can be played online at https://samiam.org/software/parchment/desert.html Downloads follow. Cloak of Darkness: https://samiam.org/software/parchment/Cloak-Scott.zip Desert adventure: https://samiam.org/software/parchment/…
Issuing two "go north" commands causes the page to go completely blank in mobile Safari.
Re: The Further Text Adventures of Scott Adams
#134Earlier quoted context omitted.
What's a question you've always wanted to be asked?
Oh you are an excellent interviewer! No one has ever asked that one of me. Probably thing I love the share the most is how amazed I was to find out the Creator of the Universe and is real and that He actually cares about me. A subject I am now always williing to share but not many inquire about it.
Re: The Further Text Adventures of Scott Adams
#135Earlier quoted context omitted.
I almost didn't even click. My gut reaction to the headline was "what train wreck did the Dilbert author create this time and do I feel like seeing the carnage?" Eventually I decided I did and was pleasantly surprised.
Please keep flamebait tangents off HN, for the same reason that you don't toss lit matches in dry forests. https://news.ycombinator.com/newsguidelines.html
Pay attention. Read. Comprehend.
Re: The Further Text Adventures of Scott Adams
#136Earlier quoted context omitted.
Please keep flamebait tangents off HN, for the same reason that you don't toss lit matches in dry forests. https://news.ycombinator.com/newsguidelines.html
It's not a tangent. The headline is potentially misleading and appears to be about a flamebait topic. Pay attention. Read. Comprehend.
Edit: you've unfortunately been posting a lot of unsubstantive comments lately. Would you please stop doing that? It's not what this site is for.
Re: The Further Text Adventures of Scott Adams
#137Game design question: Text adventures as a category always struck me as kind of lonely. They often take place in environments where all the people have been removed, like miniature apocalypses. It seems technically fairly obvious why this happens: other people are too hard to model. People have goals and expectations and so someone traipsing around trying random things is not generally acceptable, and creating charac…
Re: The Further Text Adventures of Scott Adams
#138Game design question: Text adventures as a category always struck me as kind of lonely. They often take place in environments where all the people have been removed, like miniature apocalypses. It seems technically fairly obvious why this happens: other people are too hard to model. People have goals and expectations and so someone traipsing around trying random things is not generally acceptable, and creating charac…
Play Galatea. It’s a famous, award winning parser game about a conversation with a sentient statue and has approx 70 endings. The game models your relationship along several axes as you go and the writing is superb
Re: The Further Text Adventures of Scott Adams
#139Earlier quoted context omitted.
Play Galatea. It’s a famous, award winning parser game about a conversation with a sentient statue and has approx 70 endings. The game models your relationship along several axes as you go and the writing is superb
I'm trying it and it's _really_ hard to get any commands to work. Maybe I thought it would be more like Facade. Stuff like "Ask galatea her favorite color" and "tell galatea her dress is pretty" aren't working. It's moving really slow (minutes between attempts) as I try to guess what keywords I can use. I can't even "examine room" like I usually do for conversation. "You can't see any such thing".
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This is an exercise in NPC interactivity. There's no puzzle and no set solution, but a number of options with a number of different outcomes.
HINTS: Ask or tell her about things that you can see, that she mentions, or that you think of yourself. Interact with her physically. Pause to see if she does anything herself. Repeat actions. The order in which you do things is critical: the character's mood and the prior state of the conversation will determine how she reacts.
VERBS: Many standard verbs have been disabled. All the sensory ones (LOOK, LISTEN, SMELL, TOUCH, TASTE) remain, as do the NPC interaction verbs ASK, TELL, HELLO, GOODBYE, and SORRY; KISS, HUG, and ATTACK. You may also find useful THINK and its companion THINK ABOUT, which will remind you of the state of conversation on a given topic. The verb RECAP gives a summary list of topics that you've discussed so far; if she's told you that she's said all she knows on that topic, it appears in italics.
SHORTCUT: 'Ask her about' and 'tell her about' may be abbreviated to A and T. So >A CHEESE is the same as >ASK GALATEA ABOUT CHEESE.
There is an assortment of walkthroughs available at http://emshort.home.mindspring.com/cheats.htm, but I suggest not looking at them until you have already experimented somewhat.
Re: The Further Text Adventures of Scott Adams
#140Earlier quoted context omitted.
Play Galatea. It’s a famous, award winning parser game about a conversation with a sentient statue and has approx 70 endings. The game models your relationship along several axes as you go and the writing is superb
Oh god. I might have just installed the wrong Galatea.