Hello Merk,
now that the comp is over and we authors can speak openly about our entries I like to comment on some points you made in this review. I also want to mention that I really liked reading your reviews for all the other entries too. Really, they were constructive, informative and not insulting. That's how it should be imho.
Ok, let's start...
Merk wrote:
Most of the effort -- well, nearly all of the effort -- went into the development of Node-X rather than the game that’s meant to showcase it.
It's correct that most of my effort went into the development of Node-X and that I hadn't finished the game in time, because the deadline was approaching and I had to hurry. But Project Delta was NEVER intended to showcase my system! That's what many reviewers misunderstood.
Perhaps I should have written in my game blurb that "Project Delta: The Course" was a short test game for Node-X, a homebrew system which was in its early development stage, but no beta anymore.
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It’s odd that the author chose a console-mode presentation.
The console-mode representation is for the old retro-feel only. It is being used until I decide that Node-X is polished enough to be ported into a true Windows-interface. Since everthing is coded in Freepascal it is easy to turn a console-mode program into a Windows-interface program, although Windows Programming in Freepascal is not always an easy task and even I have to dig some Freepascal tutorials first to learn it a lot better.
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I suppose there’s nothing here that makes it a bad choice -- only, if it has to be PC-only, a Windows-based or web-based interface would provide more future flexibility.
I agree with that. Just read the introduction at the
official Freepascal site, so you can get an idea of all the possible platforms and representations I can compile my sourcecode for.
However, I'm focusing on DOS and Windows first.
Concerning web-based interface, I always wanted to write a text-adventure in HTML and with some javascript. Since I had designed some websites back in 1998 this should be no problem for me these days. I'm not that skilled in Javascript though, but pure HTML is fine for me. And the best thing about text-adventures in HTML is that you can add images, sound and even flash-sequences, so it doesn't have to be text-only! Who knows, maybe I will submit a HTML-based IF in one of the next competitions.
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At the risk of self-promotion, I developed something sort of similar to this (CYOA with game saving, inventory, system commands like “examine”, and more) using DHTML and JavaScript. I’ve never released it (it needs a little work, anyway), but since it supports multimedia and works on many platforms, it seems like a better direction to take for a CYOA engine.
Sounds cool. You should release it! I'd be the first to try your system.....
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From The Course, it seems the author intends for it to be more for menu-based IF than CYOA.
Ofcourse a CYOA-game has to be menu-based. There's no other way.
I mean the original CYOA gamebooks by publisher Bantam Books (
see CYOA on Wikipedia) were written and printed in following format, for example:
You stand in front of the cave entrance.
If you decide to start back home, turn to page 4.
If you decide to wait, turn to page 5.Now how to translate this into a computer program? Right, you have to use a menu-based interface. So it will look like this on the screen, for example:
You stand in front of the cave entrance.
(1) start back home
(2) waitSure, you could make it look more like traditional CYOA:
You stand in front of the cave entrance.
If you decide to start back home, press 1.
If you decide to wait, press 2.But in a videogame it would look confusing and boring, wouldn't it? Because each time the same line
"If you decide to ..., press ..." has to be repeated. Authors could not even compensate it by using alternate lines such as:
If you want to start back home, press 1.
But if you think you should wait, hit 2.That's even more confusing. So I think there is nothing better than a menu-based interface in this case.
And that's how it works in Node-X. You get no corny sentences, but some choices listed, make a decision by pressing the according key (1 or 2 in this case) and then the program "turns" (jumps) to the chosen "page" (node).
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Still, the more IF-like your CYOA becomes, the less justification I can see in a text-only console-mode PC-only implementation.
I don't understand your point. What do you mean
the more IF-like your CYOA becomes? Is there really such a great difference between IF and CYOA?
Isn't IF (Interactive Fiction) just another name for textadventure, be it parser-based or multiple-choice-based?
And isn't CYOA just another name for multiple-choice textadventure?
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Node-X needs a transcript feature, with annotation. My “transcript” for Project Delta: The Course is just a few notes taken in NOTEPAD while playing. This is handy not just for IFComp judges, but for eventual beta-testers of Node-X games. A running transcript, which a player can turn on or off and add comments while playing, would be a nice (and useful) addition.
Ditto. A lot of reviewers wanted the same thing, so I'm adding this feature to my latest Node-X version right now...
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An UNDO feature would be nice.
Another point of yours which I really can't follow. What the heck do you need an UNDO feature in a videogame?
If the player makes a bad choice during game, he/she just loads his/her last savegame.
And by the way, in Project Delta the current progress is even quicksaved automatically at a certain node, just in case you haven't noticed it when playing my game and checking the Load/Save menus afterwards. That's because I added an autosave-feature to certain nodes. Scripters/Authors - who write custom adventures for Node-X - can determine at which point they want the player's current progress being autosaved, regardless of the player saving his/her progress or not.
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An open specification for the game’s binary format (*.NX1) might be a good idea. It would probably be something others could use in creating non-Windows interpreters, and (maybe) even work into multi-format interpreters like Gargoyle or Spatterlight. It will take something like this to gain a wider acceptance within the IF community (assuming that’s even a goal -- and it may be, given that this was submitted to the IFComp).
Node-X binary file format (*.nx1, *.nx2, etc.) is compiled script. The script itself is simple text which can be written in Notepad or any other text editor, just as HTML. So if you want to port it to other interpreters or other platforms you don't really need to focus on the binary format. You could interprete the script instead. Just a hint.
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I noticed a tendency in The Course to show extra blank options sometimes. I’m not sure what that was all about. A bug? Intentional, as a means of showing that there aren’t any more options? I’m just not sure. It seemed like a bug.
It was a bug and has been fixed.
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The author has probably worked as hard on this game as any other of this year’s participants (albeit on the engine, not the game). On the other hand, the “game” itself would be worthless no matter the platform.
I worked so hard on Node-X itself that I had less than 24 hours left to write an adventure for it. This is no joke!
At least I delivered something. Good for me, because I was able to take part in this year's competition! Bad for Node-X, because it didn't show the capabilities of my system.
But don't worry. My next Node-X adventure will be a lot better and longer. And it will be a real adventure and not just a demo/tutorial.
Greets