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Next: English versions of Spanish games?
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Since: Aug 27, 2007 Posts: 9
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(Msg. 1) Posted: Mon Oct 29, 2007 12:24 am
Post subject: Real-time IF list Archived from groups: rec>games>int-fiction, others (more info?)
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I'm looking for examples of 'real-time' IF, in which turns advance
while the interactor sits and does nothing. Any suggestions would be
greatly appreciated.
Also, confirmations or denials of anything on the list so far would
help a lot. What I have so far:
- "And the Waves Choke the Wind" (Gunther Schmidl. 2000)
- "Border Zone" (Marc Blank. Infocom, 1987)
- "Brainscape" (Ostergren and Wilson. 1985) http://www.wurb.com/if/game/33
- "Breakers" (Rod Smith. Synapse, 1986)
- "Brimstone: The Dream of Gawain" (James Paul. Synapse, 1985)
- "Demoniak" (Palace Software, 1990)
- "Drool" (Jeff Breidenbach. 1994) http://www.wurb.com/if/game/2884
- "Dungeons of Daggorath" (Douglas Morgan, 1982) http://www.wurb.com/if/game/2871
- "Essex" (Bill Darrah. Synapse, 1985)
- "Eureka!" (Ian Livingstone. Domark, 1984) ("a few real-time elements
in some locations")
- "Getting Back to Sleep" (Patrick Evans. 2004) http://www.wurb.com/if/game/2376
- "Hex" (Geoff Larsen. Larsoft, ?) http://adventure.if-legends.org/Larsoft.html
- "Hobbit, The" (Megler and Mitchell. Melbourne House, 1983)
- "Lord of the Rings 3: Crack of Doom" (Melbourne House. 1989)
- "Madness and the Minotaur" (Spectral Associates, 1981)
http://en.wikipedia.org/wiki/Madness_and_the_Minotaur
- "Mindwheel" (Robert Pinsky. Synapse, 1984)
- "Mr. Remote Mom" (Lenny Pitts. 2000) http://www.wurb.com/if/game/1232
- "Rat in Control" (Michael J. Roberts. TADS 3, 2003)
http://www.wurb.com/if/game/2126.html
- "Sadim Castle" (MP Software for the Acorn Electron, 1984)
http://www.acornelectron.co.uk/eu/revs/mp/r-sadi.html
- "Seastalker" (Galley and Lawrence. Infocom, 1984) http://ifwiki.org/index.php/Seastalker
- "Shadows of Mordor" (Philip Mitchell. Melbourne House, 1987)
- "Sherlock" (Philip Mitchell. Melbourne House, 1985)
- "Sylenius Mysterium" (C.E. Forman. 1997) http://www.wurb.com/if/game/325
- "Time and Dwarves" (Graham Nelson. Inform demo, 1997)
http://groups.google.com/group/rec.arts.int-fiction/msg/b05db6f6308ee84f
Many of these entries are heresay - they were so marked in Baf's
Guide, r*if, or ifwiki, but for many I haven't been able to confirm if
(or how) they are real-time. Any reactions, descriptions, or
anecdotes would be most welcome. |
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Since: Aug 27, 2007 Posts: 9
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(Msg. 2) Posted: Mon Oct 29, 2007 12:27 am
Post subject: Re: Real-time IF list [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Jul 23, 2007 Posts: 4
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(Msg. 3) Posted: Mon Oct 29, 2007 2:33 am
Post subject: Re: Real-time IF list [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 29 Okt, 08:24, jdouglass <jeremydougl....RemoveThis@gmail.com> wrote:
> I'm looking for examples of 'real-time' IF, in which turns advance
> while the interactor sits and does nothing. Any suggestions would be
> greatly appreciated.
>
> Also, confirmations or denials of anything on the list so far would
> help a lot. What I have so far:
>
> - "And the Waves Choke the Wind" (Gunther Schmidl. 2000)
> - "Border Zone" (Marc Blank. Infocom, 1987)
> - "Brainscape" (Ostergren and Wilson. 1985) http://www.wurb.com/if/game/33
> - "Breakers" (Rod Smith. Synapse, 1986)
> - "Brimstone: The Dream of Gawain" (James Paul. Synapse, 1985)
> - "Demoniak" (Palace Software, 1990)
> - "Drool" (Jeff Breidenbach. 1994)http://www.wurb.com/if/game/2884
> - "Dungeons of Daggorath" (Douglas Morgan, 1982)http://www.wurb.com/if/game/2871
> - "Essex" (Bill Darrah. Synapse, 1985)
> - "Eureka!" (Ian Livingstone. Domark, 1984) ("a few real-time elements
> in some locations")
> - "Getting Back to Sleep" (Patrick Evans. 2004)http://www.wurb.com/if/game/2376
> - "Hex" (Geoff Larsen. Larsoft, ?)http://adventure.if-legends.org/Larsoft.html
> - "Hobbit, The" (Megler and Mitchell. Melbourne House, 1983)
> - "Lord of the Rings 3: Crack of Doom" (Melbourne House. 1989)
> - "Madness and the Minotaur" (Spectral Associates, 1981)http://en.wikipedia.org/wiki/Madness_and_the_Minotaur
> - "Mindwheel" (Robert Pinsky. Synapse, 1984)
> - "Mr. Remote Mom" (Lenny Pitts. 2000)http://www.wurb.com/if/game/1232
> - "Rat in Control" (Michael J. Roberts. TADS 3, 2003)http://www.wurb.com/if/game/2126.html
> - "Sadim Castle" (MP Software for the Acorn Electron, 1984)http://www.acornelectron.co.uk/eu/revs/mp/r-sadi.html
> - "Seastalker" (Galley and Lawrence. Infocom, 1984)http://ifwiki.org/index.php/Seastalker
> - "Shadows of Mordor" (Philip Mitchell. Melbourne House, 1987)
> - "Sherlock" (Philip Mitchell. Melbourne House, 1985)
> - "Sylenius Mysterium" (C.E. Forman. 1997)http://www.wurb.com/if/game/325
> - "Time and Dwarves" (Graham Nelson. Inform demo, 1997)http://groups.google.com/group/rec.arts.int-fiction/msg/b05db6f6308ee84f
>
> Many of these entries are heresay - they were so marked in Baf's
> Guide, r*if, or ifwiki, but for many I haven't been able to confirm if
> (or how) they are real-time. Any reactions, descriptions, or
> anecdotes would be most welcome.
Add:
Valhalla ((Richard Edwards, Graham Asher, Charles Goodwin, Andrew
Owen), Legend, 1984):
A detailed review:
<http://www.lemon64.com/?mainurl=http%3A//www.lemon64.com/reviews/
view.php%3Fid%3D118>
/Fredrik |
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Since: Jan 21, 2007 Posts: 32
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(Msg. 4) Posted: Mon Oct 29, 2007 8:37 am
Post subject: Re: Real-time IF list [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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jdouglass <jeremydouglass.RemoveThis@gmail.com> wrote in
news:1193642699.357928.75140@v29g2000prd.googlegroups.com:
> I'm looking for examples of 'real-time' IF, in which turns advance
> while the interactor sits and does nothing. Any suggestions would be
> greatly appreciated.
Battle of Walcot Keep http://wurb.com/if/game/2688 has a real-time mode. It
is not on by default, however. (To check it out, TOGGLE REALTIME. DOWN.)
Emily |
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Since: Jun 21, 2007 Posts: 6
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(Msg. 5) Posted: Mon Oct 29, 2007 9:51 am
Post subject: Re: Real-time IF list [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In"Little Falls" by Mondi Confinanti there's one turn in which the
real time is ON during the flashback at the beginning of the game.
My two cents,
Rob |
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Since: Feb 26, 2007 Posts: 53
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(Msg. 6) Posted: Mon Oct 29, 2007 10:24 am
Post subject: Re: Real-time IF list [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <1193642699.357928.75140.DeleteThis@v29g2000prd.googlegroups.com>,
jdouglass <jeremydouglass.DeleteThis@gmail.com> wrote:
>- "Mindwheel" (Robert Pinsky. Synapse, 1984)
>- "Seastalker" (Galley and Lawrence. Infocom, 1984) http://ifwiki.org/index.php/Seastalker
It's been many years since I played either of these, but I don't
recollect a real-time component to either of them -- if memory
serves me right they both had the standard "time passes only when
you enter a command" interface of most IF.
--
David Goldfarb |"To summarize the summary of the summary:
goldfarb.DeleteThis@ocf.berkeley.edu | People are a problem."
goldfarb.DeleteThis@csua.berkeley.edu | -- Douglas Adams |
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Since: Jun 15, 2007 Posts: 9
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(Msg. 7) Posted: Mon Oct 29, 2007 12:10 pm
Post subject: Re: Real-time IF list [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Oct 29, 2:24 am, jdouglass <jeremydougl....RemoveThis@gmail.com> wrote:
> I'm looking for examples of 'real-time' IF, in which turns advance
> while the interactor sits and does nothing. Any suggestions would be
> greatly appreciated.
I suppose you could include many of the Sierra games, like King's
Quest 1-4, if those fit your definition of IF.
Greg |
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Since: Oct 29, 2007 Posts: 2
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(Msg. 8) Posted: Mon Oct 29, 2007 8:40 pm
Post subject: Re: Real-time IF list [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Oct 29, 3:24 am, goldf... DeleteThis @OCF.Berkeley.EDU (David Goldfarb) wrote:
> In article <1193642699.357928.75... DeleteThis @v29g2000prd.googlegroups.com>,
>
> jdouglass <jeremydougl... DeleteThis @gmail.com> wrote:
> >- "Mindwheel" (Robert Pinsky. Synapse, 1984)
> >- "Seastalker" (Galley and Lawrence. Infocom, 1984)http://ifwiki.org/index.php/Seastalker
>
> It's been many years since I played either of these, but I don't
> recollect a real-time component to either of them -- if memory
> serves me right they both had the standard "time passes only when
> you enter a command" interface of most IF.
>
> --
> David Goldfarb |"To summarize the summary of the summary:
> goldf... DeleteThis @ocf.berkeley.edu | People are a problem."
> goldf... DeleteThis @csua.berkeley.edu | -- Douglas Adams
Mindwheel has things that continue to happen even when the user does
not type a command (lines of descriptive text continue to pop up and
scroll by), but I believe all such things are just flavor text
fleshing out the current environment (various reactions of the crowd
in the singer segment for example, and I remember at a later point
various actions of waiting demons, one picking radiator grill parts
from its teeth). I don't think any of these real-time 'events'
actually effect gameplay/puzzles, but I didn't finish the game so I
don't know for sure.
Josh |
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Since: Oct 30, 2007 Posts: 3
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(Msg. 9) Posted: Tue Oct 30, 2007 11:32 am
Post subject: Re: Real-time IF list [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Oct 30, 2007 Posts: 3
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(Msg. 10) Posted: Tue Oct 30, 2007 12:08 pm
Post subject: Re: Real-time IF list [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Oct 29, 1:40 pm, Josh Lawrence <jj.lawre....DeleteThis@gmail.com> wrote:
> On Oct 29, 3:24 am, goldf....DeleteThis@OCF.Berkeley.EDU (David Goldfarb) wrote:
>
> > In article <1193642699.357928.75....DeleteThis@v29g2000prd.googlegroups.com>,
>
> > jdouglass <jeremydougl....DeleteThis@gmail.com> wrote:
> > >- "Mindwheel" (Robert Pinsky. Synapse, 1984)
> > >- "Seastalker" (Galley and Lawrence. Infocom, 1984)http://ifwiki.org/index.php/Seastalker
>
> > It's been many years since I played either of these, but I don't
> > recollect a real-time component to either of them -- if memory
> > serves me right they both had the standard "time passes only when
> > you enter a command" interface of most IF.
>
> > --
> > David Goldfarb |"To summarize the summary of the summary:
> > goldf....DeleteThis@ocf.berkeley.edu | People are a problem."
> > goldf....DeleteThis@csua.berkeley.edu | -- Douglas Adams
>
> Mindwheel has things that continue to happen even when the user does
> not type a command (lines of descriptive text continue to pop up and
> scroll by), but I believe all such things are just flavor text
> fleshing out the current environment (various reactions of the crowd
> in the singer segment for example, and I remember at a later point
> various actions of waiting demons, one picking radiator grill parts
> from its teeth). I don't think any of these real-time 'events'
> actually effect gameplay/puzzles, but I didn't finish the game so I
> don't know for sure.
>
> Josh
Much of Mindwheel doesn't crucially advance until you interact, but it
isn't quite true that the real-time aspect is only ambience. For
example, the thug and bodyguard wander the stage in the first scene,
moving every 25-30 seconds or so. Trying to examine or attack the
thug won't work unless you are both in the same part of the stage -
you can't ignore the real-time output as mere flavor text. |
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Since: Oct 30, 2007 Posts: 1
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(Msg. 11) Posted: Tue Oct 30, 2007 6:58 pm
Post subject: Re: Real-time IF list [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Does anyone know how to get information from the host regarding time
and date in Inform? I was wanting to experiment with something like
this for a while now. |
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Since: Aug 21, 2005 Posts: 319
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(Msg. 12) Posted: Tue Oct 30, 2007 7:56 pm
Post subject: Re: Real-time IF list [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In rec.arts.int-fiction, Dan The Man <danhermle DeleteThis @gmail.com> wrote:
> Does anyone know how to get information from the host regarding time
> and date in Inform? I was wanting to experiment with something like
> this for a while now.
Can't be done, currently. You can only measure how long the player
spends at the input prompt.
It's been on the suggestion list for a possible Glk/Glulx extension
for years.
--Z
--
"And Aholibamah bare Jeush, and Jaalam, and Korah: these were the borogoves..."
*
Bush's biggest lie is his claim that it's okay to disagree with him. As soon as
you *actually* disagree with him, he sadly explains that you're undermining
America, that you're giving comfort to the enemy. That you need to be silent. |
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Since: Oct 29, 2007 Posts: 2
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(Msg. 13) Posted: Tue Oct 30, 2007 8:08 pm
Post subject: Re: Real-time IF list [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Oct 30, 12:08 pm, Jeremy Douglass <jeremydougl... RemoveThis @gmail.com> wrote:
> On Oct 29, 1:40 pm, Josh Lawrence <jj.lawre... RemoveThis @gmail.com> wrote:
>
>
>
> > On Oct 29, 3:24 am, goldf... RemoveThis @OCF.Berkeley.EDU (David Goldfarb) wrote:
>
> > > In article <1193642699.357928.75... RemoveThis @v29g2000prd.googlegroups.com>,
>
> > > jdouglass <jeremydougl... RemoveThis @gmail.com> wrote:
> > > >- "Mindwheel" (Robert Pinsky. Synapse, 1984)
> > > >- "Seastalker" (Galley and Lawrence. Infocom, 1984)http://ifwiki.org/index.php/Seastalker
>
> > > It's been many years since I played either of these, but I don't
> > > recollect a real-time component to either of them -- if memory
> > > serves me right they both had the standard "time passes only when
> > > you enter a command" interface of most IF.
>
> > > --
> > > David Goldfarb |"To summarize the summary of the summary:
> > > goldf... RemoveThis @ocf.berkeley.edu | People are a problem."
> > > goldf... RemoveThis @csua.berkeley.edu | -- Douglas Adams
>
> > Mindwheel has things that continue to happen even when the user does
> > not type a command (lines of descriptive text continue to pop up and
> > scroll by), but I believe all such things are just flavor text
> > fleshing out the current environment (various reactions of the crowd
> > in the singer segment for example, and I remember at a later point
> > various actions of waiting demons, one picking radiator grill parts
> > from its teeth). I don't think any of these real-time 'events'
> > actually effect gameplay/puzzles, but I didn't finish the game so I
> > don't know for sure.
>
> > Josh
>
> Much of Mindwheel doesn't crucially advance until you interact, but it
> isn't quite true that the real-time aspect is only ambience. For
> example, the thug and bodyguard wander the stage in the first scene,
> moving every 25-30 seconds or so. Trying to examine or attack the
> thug won't work unless you are both in the same part of the stage -
> you can't ignore the real-time output as mere flavor text.
Ah, I didn't realize/remember that the NPCs moved independently of
user action - very interesting.
Josh |
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Since: Feb 26, 2007 Posts: 53
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(Msg. 14) Posted: Wed Oct 31, 2007 5:16 am
Post subject: Re: Real-time IF list [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <1193774895.379307.177720.DeleteThis@e34g2000pro.googlegroups.com>,
Josh Lawrence <jj.lawrence.DeleteThis@gmail.com> wrote:
>On Oct 30, 12:08 pm, Jeremy Douglass <jeremydougl....DeleteThis@gmail.com> wrote:
>> Much of Mindwheel doesn't crucially advance until you interact, but it
>> isn't quite true that the real-time aspect is only ambience. For
>> example, the thug and bodyguard wander the stage in the first scene,
>> moving every 25-30 seconds or so. Trying to examine or attack the
>> thug won't work unless you are both in the same part of the stage -
>> you can't ignore the real-time output as mere flavor text.
>
>Ah, I didn't realize/remember that the NPCs moved independently of
>user action - very interesting.
I didn't remember that either. As I said, it's been a very long time.
--
David Goldfarb |"Why are you persecuting me? What have I ever done
goldfarb.DeleteThis@ocf.berkeley.edu | to you?"
goldfarb.DeleteThis@csua.berkeley.edu | "You tried to kill me and destroy this
| entire planet."
|"Apart from that!" -- Doctor Who, "Boom Town" |
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Since: Apr 27, 2007 Posts: 15
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(Msg. 15) Posted: Mon Nov 05, 2007 3:01 pm
Post subject: Re: Real-time IF list [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Jeremy Douglass wrote:
> I've created a "Real-Time" page on ifWiki that anyone is welcome to
> edit:
>
> http://ifwiki.org/index.php/Real-Time
>
I think a caveat or two should apply here, just because that particular
wiki is very policed. Not everyone's edits are allowed to remain and
often highly-biased opinions rule in place of the complete truth.
In short, you may want to keep a close eye on that page.
-- Poster
www.intaligo.com Building, INFORM, Seasons (upcoming!) |
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