Reply-To: "Sharon Brown" <slbrown@socal.rr.com>
From: "Sharon Brown" <slbrown@socal.rr.com>
Newsgroups: rec.arts.int-fiction
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Subject: Re: Mapping questions
Date: Tue, 13 Aug 2002 08:29:10 -0700
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> > Actually, I have generally tended to use a similar system. I guess I'm
just
> > map-challenged, but I was never able to graphically map more than a few
> > rooms without finding I'd screwed up and already stuck a room in a
location
> > where the NEW room I now needed to map should be....
> Hmmm,I understand modern i-f to be more literal, so such problems
> shouldn't arise. I cut my teeth on Colossal cave and frequently did
> have such problems.
I started with Zork I and developed this system, refining it in Zork II. I
haven't played many IF games since, until just the past couple of weeks
after the Inform site turned up in a search for something entirely
different. I've played with a few titles since then, and I agree that they
are probably much easier to map than the old style.

>
> I have been wondering if I should offer a cut down version of my
> program (see http://www.plugh.info) as a mapper but, as it stands, you
> could use it as a mapper & just ignore the extra functionality & that
> way I wouldn't have 2 programs to mainatin :-)

> > For most people, drawing a graphical representation is probably better.
(I'm
> > finally getting the hang of it after looking at some well-done maps and
> > making a start at writing a game of my own.)
> In TADS? if so, please visit my page. Feedback is always very, very
> welcome.

Sounds like it could be useful. Right now I'm working to learn Inform, since
I had already started something in it before I even noticed the existence of
TADS. If I ever get my initial game done before (a) losing interest or (b)
finding that my life has become too busy again to mess with it, I'll
probably look more closely at TADS and will certainly keep your utility in
mind.

 > 10 ? I count 8 compass directions, plus in/out plus up/down, plus
> magic words, etc

Compass plus up/down. I also left extra space for notes on "special"
directions such as magic words. In the limited selection of games that I
played, in/out usually could be duplicated by a compass direction, or else
it applied to a secondary container object like the boat in Zork. If neither
applied, I probably just indicated it in my "special" section.

>
> Do you see any use for mapper tools? for authors or players? whether
> manual or automatic.

As a player, being able to access an automated map of where I've been is
nice, but not essential. It would depend on the complexity of the layout and
to a lesser degree on the intent/feel of the game. A dedicated manual
mapping utility that I could run on the side would be great if it is simple
and intuitive enough not to get in the way of my thought processes. I
wouldn't have the patience to use one that took much effort to learn.

As an author, a good dedicated mapping utility would be wonderful. I'd be
more willing to spend time learning how to use an interface for authoring
than I would for playing--with the added bonus that I could probably then
use it while playing as well. After quickly skimming the info on your site,
what you've already got for mapping would certainly be helpful. One odd
thought, probably most useful for mapping during play (and potentially far
more difficult to program than it's worth--but maybe not). I can envision a
complex map eventually developing a lot of criss-crossing passages because
rooms were not optimally placed initially. It would be very cool if an
automated "untangle" function could analyze the mess and neatly rearrange
the rooms to minimize crossing passages.

I'll download your demo and have a look at the parts that are useful to
non-TADS authors. Keep up the good work.


