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  1. Authoring Software

    A resource for teachers and students of new media writing, who are exploring what authoring tools to use, for new media writers and poets, who are interested in how their colleagues approach their work, and for readers, who want to understand how new media writers and poets create their work, the Authoring Software project is an ongoing collection of statements about authoring tools and software. It also looks at the relationship between interface and content in new media writing and at how the innovative use of authoring tools and the creation of new authoring tools have expanded digital writing/hypertext writing/net narrative practice.

    Judy Malloy - 11.03.2011 - 18:05

  2. Cloak of Darkness

    An example game implemented in several different interactive fiction systems.
    The various implementations have been made as similar as possible. That is, things like object names and room descriptions should be identical, and the general flow of the game should be pretty comparable. Having said that, the games are implemented using the native capabilities of the various systems, using features that a beginner might be expected to master; there shouldn't be any need to resort to assembler routines, library hacks, or other advanced techniques. The target is to write naturally and simply, while sticking as closely as possible to the goal of making the games directly equivalent.
    "Cloak of Darkness" is not going to win prizes for its prose, imagination or subtlety. Or scope: it can be played to a successful conclusion in five or six moves, so it's not going to keep you guessing for long. (On the other hand, it may qualify as the most widely-available game in the history of the genre.) There are just three rooms and three objects.

    Jill Walker Rettberg - 02.07.2013 - 23:18