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[MUD-Dev] Re: (fwd) Re: command parsers: a modest proposa
>>>What are the choices here:
>>> - drop all of them
>>> - complain about ambiguity
>>> - drop some "random" rock
>>> - allow the user to choose
>> Of these, the second and fourth get in the way of the game.
>>The real choice is between the first and the third. I chose the
>>first because it fell naturally from the way I was processing
>>adjectives and so on as operators applied to sets of candidate
>>objects. Once players got used to it, switching to another version
>>was not an attractive option.
>I would disagree with that - As a player, I'd rather have the game
>abort a command than perform an unwanted command. I'd rather it
>do nothing than do the wrong thing. For me the dividing line
>between choosing method 2 or 4, then, would depend on how cleanly
>#4 could be implemented.
I'm a bit of a 2 and 3 fan. 2 is good, unless you have two identically
named objects. 3 is my way of doing things, it drops the first thing
in your inventory that matches.
_ __ __ __ Ross "Xugumad" Nicoll
/_) / / (_ (__
/\ /_/ __) /
______________/
- Thread context:
- [MUD-Dev] Re: 1997 CGDC AI Roundtable Moderator's Report, (continued)
- [MUD-Dev] Summary: The "Extensible Game AI" thread,
J C Lawrence claw#under,engr.sgi.com, Wed 08 Jul 1998, 18:33 GMT
- [MUD-Dev] Summary: The Game Design Mailing List "Learning AI" Thread,
J C Lawrence claw#under,engr.sgi.com, Wed 08 Jul 1998, 18:31 GMT
- [MUD-Dev] Re: (fwd) Re: command parsers: a modest proposa,
Michael.Willey Michael.Willey#abnamro,com, Wed 08 Jul 1998, 16:15 GMT
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