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Skyrim rendered in text

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Re: Skyrim rendered in text

#71

Earlier quoted context omitted.

That second link seems to download just fine, shouldn't be hard to get it running again? :)

Report back with your findings please if you try, please?

I tried to run it, but it's looking for a Quake executable called "squake", which I don't have and didn't manage to find.

Re: Skyrim rendered in text

#72
post #49

Earlier quoted context omitted.

Author here. I'm surprised (and very happy!) you were able to play through. I know accessibility is one thing I haven't given enough attention to. If you have specific suggestions for improvement, I'm all ears. I'm getting feedback that as the game grows, it'll need a map. Are there any best practices for map navigation for blind people?

Not an expert in visual impairments but this discussion made me curious. It seems like 'tactile drawings' is a related phrase/concept. Here was a cool guide for using gimp and photoshop to produce them. https://wiki.vcu.edu/display/texturepalettehapticslab/Develo...

I had never thought of the need to remove perspective. Interesting!

Re: Skyrim rendered in text

#73
post #45
post #34

There are still several hundred once prominent MMOs called MUDs that came about in the 1980s and are all text based. They deal with these sorts of problems in very diverse and creative ways. If you've never played one, I might suggest Duris, Land of Bloodlust. It's old-school, beautiful, huge world and incredibly delicate, strategic and fun combat. It's a race wars, so RvR style full player killing and full player lo…

Author of the article (and the game) here. I didn't mention MUDs because I didn't want to scare away people with more concepts, but of course they are a huge part of what I consider interactive fiction. I'm not sure if any MUD worked with something I'd call a "fractal story", though. The combat I remember was fun but it was always "you miss X. X hits you." I didn't play all MUDs, of course, so I'd love to know if the…

I think most MUDs definitely fall under what you described as "kill bandit," (as do many graphical MMOs), but I do recall a few exceptions. I remember God Wars II, for example, as a game that had more complex and interactive combat: http://www.godwars2.org

Re: Skyrim rendered in text

#74

Earlier quoted context omitted.

Report back with your findings please if you try, please?

I tried to run it, but it's looking for a Quake executable called "squake", which I don't have and didn't manage to find.

QuakeOne has squake [0], the tar.gz contains only the executable, so you might end up coming back there looking for some more gear.

[0] http://quakeone.com/q1files/downloads/

Re: Skyrim rendered in text

#75

Earlier quoted context omitted.

Report back with your findings please if you try, please?

I tried to run it, but it's looking for a Quake executable called "squake", which I don't have and didn't manage to find.

Could you rename your quake executable to that?

Re: Skyrim rendered in text

#76
post #74

Earlier quoted context omitted.

I tried to run it, but it's looking for a Quake executable called "squake", which I don't have and didn't manage to find.

QuakeOne has squake [0], the tar.gz contains only the executable, so you might end up coming back there looking for some more gear. [0] http://quakeone.com/q1files/downloads/

Hmm yeah, now it's complaining about libm.so.5 missing...

Re: Skyrim rendered in text

#77

Oh that kind of text! First I thought it would be about rendering with ascii characters, like text mode quake http://web.archive.org/web/19990219125446/http://webpages.mr... Too bad this gem is gone from the internet now, so that's an archive link :(

For yet another kind of action game in text see Doom, the Roguelike [1], which I've found thoroughly enjoyable. [1] https://drl.chaosforge.org/

A long time ago I wanted to port Quake 3 to a MUD. Like literally play Longest Yard or another map.

    "You enter a room. xxxSniperKid82xxx is in the room holding a railgun."
$ "Equip rocket launcher."

    "You equip the rocket launcher."

    "xxxSniperKid82xxx approaches you with a buzzsaw glove."
$ "Fire rocket launcher at xxxSniperKid82xxx"

    "You fire the rocket launcher at xxxSniperKid82xxx. It misses. You take splash damage."

Re: Skyrim rendered in text

#78

Earlier quoted context omitted.

I tried to run it, but it's looking for a Quake executable called "squake", which I don't have and didn't manage to find.

Could you rename your quake executable to that?

Unfortunately I couldn't figure out how to install the game files for Ubuntu and gave up after ten minutes or so.

Re: Skyrim rendered in text

#79
post #74

Earlier quoted context omitted.

QuakeOne has squake [0], the tar.gz contains only the executable, so you might end up coming back there looking for some more gear. [0] http://quakeone.com/q1files/downloads/

Hmm yeah, now it's complaining about libm.so.5 missing...

That should be part of libc 5.3, which would be hell to install side-by-side whichever version you currently have. Not a rabbit-hole to go down lightly.

Maybe an old (2011-ish) Linux distro in a VM would be the way to go. If you want the effort. (I obviously don't feel like pursuing it myself).

Re: Skyrim rendered in text

#80

...procedural content is not for "lazy developers". It’s not there to free you from creating content. It’s there to let content react to the player. You still need a lot of it. This is a very good lesson for game developers. Too many games rely on procedurally generated content, which can be boring to a player if it seems random instead of being a result of some interaction (see No Man's Sky ).

I really enjoy NMS but many aspects are boring. The generated landscapes are predicable, why is the climate on every planet uniform across the whole planet?

NMS is an example of bad procedural generation. Cellular automata, by nature, is a slow[1] algorithm, so it's hard to run automatas for every single planet you create. It's certainly possible, but as we've seen from NMS it's not straightforward to implement.

[1] Actually you can heavily optimize cellular automata for cache, but a K dimensional automata will be in O(N^(K+1)) so assuming a 2D world, it's O(N^3). So, it's not scalable. If you look at procedural world generations in big scale, like dwarffortress, you'll see that they're one time operations that take a very long time. NMS is tricky, since you need to keep doing this multiple times.

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