by Roody_Yogurt » Mon May 20, 2013 3:07 pm
Thanks, pinback, I sometimes forget how this base must seem to above the line denizens like yourself who frequent the Don Rogers Show or Starcraft bases. Your insight is appreciated!
I hear your concerns, but I can imagine you also understand the frustrations that spring from having niches led in the wrong direction. There's probably some analogy I could make to your submarine or RTS games if I actually remembered some of the things you've said about them.
It is true that there are several currently-maintained IF languages to choose from, but there are aspects that prevent me from embracing any of them. I find Inform 7's syntax as unnatural as any programming language; TADS has always been too code-y for me, and I still don't have confidence that GUI-based systems like ADRIFT or Quest have enough configurability in every aspect that I need (plus, I find some of their clients kind of ugly).
This is why, to me, it seems more worthwhile to try to improve an older system that nearly got it. I don't mind writing for a language that only a minority of players will try, as I've always written games that only a minority of players enjoy. I figure it's still easy enough for my "fans" to seek my stuff out.
God bless you & thank you for your post.
Thanks, pinback, I sometimes forget how this base must seem to [i]above the line[/i] denizens like yourself who frequent the Don Rogers Show or Starcraft bases. Your insight is appreciated!
I hear your concerns, but I can imagine you also understand the frustrations that spring from having niches led in the wrong direction. There's probably some analogy I could make to your submarine or RTS games if I actually remembered some of the things you've said about them.
It is true that there are several currently-maintained IF languages to choose from, but there are aspects that prevent me from embracing any of them. I find Inform 7's syntax as unnatural as any programming language; TADS has always been too code-y for me, and I still don't have confidence that GUI-based systems like ADRIFT or Quest have enough configurability in every aspect that I need (plus, I find some of their clients kind of ugly).
This is why, to me, it seems more worthwhile to try to improve an older system that [i]nearly got it[/i]. I don't mind writing for a language that only a minority of players will try, as I've always written games that only a minority of players enjoy. I figure it's still easy enough for my "fans" to seek my stuff out.
God bless you & thank you for your post.