Interactive Fiction with Runtime Revolution
Thomas McGrath III
mcgrath3 at mac.com
Wed Nov 12 11:08:05 EST 2008
Alejandro,
I think between using a card based approach as rooms or scenarios and
simple logic that this type of application is a perfect match for
Revolution. I would look into using switch statements for multiple
choices and also random() to add a little uncertainty to the game
aspect.
It helps to draw out the flow of the story/game on paper to realize
where the turning points need to be.
Also, along the lines of Myst you can have turning points that take
you to a 'special' area that can include puzzles and animations etc.
Se AnimationEngine for ideas on that.
I always wanted to do a 'web' based treasure hunt type game that
combined a desktop app for its base and web sites out there with key
pieces of info to complete the story.
Anyway, as to your question, I don't think there are any
unsurmountable roadblocks for a program like this. The only difficult
part would be animation.
And don't forget you can use the free iTunes Library Suite to include
a background sound track for your story/game made up of the End Users
own music library.
HTHs
Tom McGrath III
Lazy River Software
3mcgrath at comcast.net
iTunes Library Suite - libITS
Information and download can be found on this page:
http://www.lazyriversoftware.com/RevOne.html
On Nov 12, 2008, at 10:16 AM, Alejandro Tejada wrote:
> Hi,
>
> Recently, i have been studying the didactic possibilities for young
> students
> of creating works of interactive fiction with a custom made
> application
> created with RunRev:
>
> http://en.wikipedia.org/wiki/Interactive_fiction
>
>> From my single point of view, creating in RunRev such kind of
>> application should
> be a fairly simple programming task, but surely i am missing some
> important
> information.
>
> Does one participant in this mail list have already created a
> similar application?
> Do you remember any specific unsurmountable roadblocks during
> development?
>
> Thanks in advance.
>
> al
>
>
>
>
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