J7
Though I haven't been keeping up with Interactive Fiction as much as I'd like, the announcement of Inform 7 is incredible. If you haven't heard, nearly all of the programming code for a game is writing in sentences that read like normal English. I flipped through the documentation, and it seemed more or less the same in most fundamental aspects. Then I flipped through some of the examples, and my mind was blown.
Hopefully the effect will wear off. I don't know if it would be a good thing if I were more interested in reading the source code than actually playing the game.
Elsewhere, I've finally started playing Resident Evil 4. I still find the gameplay inferior to Killer 7's.
MonNYTX: 3:45. TueNYTX: 5.
Hopefully the effect will wear off. I don't know if it would be a good thing if I were more interested in reading the source code than actually playing the game.
Elsewhere, I've finally started playing Resident Evil 4. I still find the gameplay inferior to Killer 7's.
MonNYTX: 3:45. TueNYTX: 5.

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Speaking of 7s.
Yea, I liked Killer 7 a lot more in many ways than RE4. I fear the "OMG" comments from the interwebs so I rarely state that RE4, while fun and exciting at points, and much better than previous RE titles, bored me after a certain point and I never finished it. Though it was a fun ride at times.
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In Killer 7, the only way to move is to run.
In Resident Evil 4, the only way to move is to creep forward cautiously.
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Oh, wow. That's so great. I don't follow IF like I used to, but wow. Now I almost want to make a game. I tried with Inform a long long while ago, but never got very far.
I wonder if I know any semanticists who would care, because wow. That is awesome.
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I started reading a page of "Reliques" at random and was going, OK, so this is a good outline of what Nelson wrote, but it's...it's...holy crap, this is the actual source code?
I'm blown away.
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