Re: Inform: Implementing a computer.
Sat, 9 Dec 1995 15:05:50 -0500
te_s343@kingston.ac.uk (Adrian Preston) writes:
> If I were to go about implementing a computer in an adventure in Inform,
> what would be the best way, from both a player and implementation
> point of view.
>
> I've thought of a couple of possibilities:
>
> 1. Define a TYPE verb, a session may go as follows:
>
> Lab. You can see a computer.
> The screen displays
> 1. Data input
> 2. Store data
> 3. Exit
> > TYPE 1
> The screen displays
> 1. Numerical data
> 2. Text data
> 3. Main menu
> > TYPE 2
> etc..... ( Hugely simplified for brevity. )
>
> 2. Use the HINT menu system, with the appropriate changes in the libraries
> of course. This would have the advantage of the user being able to scroll
> up and down with cursor keys and so on. It would have the disadvantage of
> being a menu-only computer tho'.
I would prefer (if the interaction is going to be of any length):
> LOG ON
The computer displays 1. Blah... 2. Blah... 3. Quit
[What do you enter?]
dweebnet:> 2
Blah, blah
dweebnet:> 3
End of session.
>
Note the distinct prompt.
You could also do a little programming and have text input in the
menu-like system.
--Z
"And Aholibamah bare Jeush, and Jaalam, and Korah: these were the borogoves..."